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<blockquote data-quote="Jester David" data-source="post: 6826565" data-attributes="member: 37579"><p>It comes down to how useful making 1-3 attacks is to a fighter. </p><p></p><p>Let's consider a good tank build for a fighter. </p><p></p><p>A sword-and-board fighter with the protection style who has used their feats for Sentinel, Heavy Armour Master, and Shield Master. Ability Score increases boost their Con first, before moving to Str. Battle Master is their best option subclass option, with Goading Attack, Maneuvering Attack, Parry, and Trip Attack.</p><p>They'll be level 16 before they might be able to boost Str (14 if they're human). And given Con is their high stat, they might only have a 14 Str.</p><p>So they're doing a d8+2 for damage. At 7th level they have a +5 to attack and a +6 at level 10. The DMG puts monster AC at those levels at 15 and 17, so they have a 55% chance to hit at level 7 and a 50% chance at level 10. Spending their Action Surge at those levels means two extra attacks with the odds being one hits and deals 6 damage.</p><p>That's not an effective use of a short rest recharge ability. Not compared to increasing the accuracy of an ally, dodging to stay alive, shoving an enemy, positioning themself to block an enemy, or readying to move and defend an ally. Heck, sheathing their sword and grappling might be a better tactic sometimes. </p><p></p><p>But the best defence is a great offence, right? </p><p>So how about an alternate build that dumps the shield for a glaive and has Polearm Master instead of Shield Master. Because maneuvers use Strength for saves and Sentinel needs to hit to proc the movement stoppage, this fighter stacks that stat higher and puts Con lower. </p><p>They still likely only have a 16 Str until 12th level (8 if human), so their attacks would be +6 for 1d10+3 at 7th and +8 for 1d10+4 at 10th. 60% and 55% at those levels respectively. Better. But not amazing. Certainly not great compared to a character built for DPR. </p><p>And with lower accuracy, and so many other feats Great Weapon Master is a trap. </p><p>And with 2 less AC and a couple fewer hp every level, this tank is squishier and easier to hit, so taking the Dodge option is much more appealing. Planting yourself in the middle of enemies with your reach weapon, prepared to stop anyone who even enters your reach and granting Disadvantage to anyone who gets passed. Heck, using Dodge and then Action Surge to ready an action to move if anyone tries to move around you is a pretty good tactic.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6826565, member: 37579"] It comes down to how useful making 1-3 attacks is to a fighter. Let's consider a good tank build for a fighter. A sword-and-board fighter with the protection style who has used their feats for Sentinel, Heavy Armour Master, and Shield Master. Ability Score increases boost their Con first, before moving to Str. Battle Master is their best option subclass option, with Goading Attack, Maneuvering Attack, Parry, and Trip Attack. They'll be level 16 before they might be able to boost Str (14 if they're human). And given Con is their high stat, they might only have a 14 Str. So they're doing a d8+2 for damage. At 7th level they have a +5 to attack and a +6 at level 10. The DMG puts monster AC at those levels at 15 and 17, so they have a 55% chance to hit at level 7 and a 50% chance at level 10. Spending their Action Surge at those levels means two extra attacks with the odds being one hits and deals 6 damage. That's not an effective use of a short rest recharge ability. Not compared to increasing the accuracy of an ally, dodging to stay alive, shoving an enemy, positioning themself to block an enemy, or readying to move and defend an ally. Heck, sheathing their sword and grappling might be a better tactic sometimes. But the best defence is a great offence, right? So how about an alternate build that dumps the shield for a glaive and has Polearm Master instead of Shield Master. Because maneuvers use Strength for saves and Sentinel needs to hit to proc the movement stoppage, this fighter stacks that stat higher and puts Con lower. They still likely only have a 16 Str until 12th level (8 if human), so their attacks would be +6 for 1d10+3 at 7th and +8 for 1d10+4 at 10th. 60% and 55% at those levels respectively. Better. But not amazing. Certainly not great compared to a character built for DPR. And with lower accuracy, and so many other feats Great Weapon Master is a trap. And with 2 less AC and a couple fewer hp every level, this tank is squishier and easier to hit, so taking the Dodge option is much more appealing. Planting yourself in the middle of enemies with your reach weapon, prepared to stop anyone who even enters your reach and granting Disadvantage to anyone who gets passed. Heck, using Dodge and then Action Surge to ready an action to move if anyone tries to move around you is a pretty good tactic. [/QUOTE]
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