AxisofJedi
First Post
So lets get rid of classes for a moment. If Im playing 5E, and I have a Human Soldier, Elven Acolyte, Dwarven Sage and Halfling Folk Hero with no classes assigned, what are their roles??
Speaking of unconvinced, I'm not sure about your 5e ranged fighter example. He's giving up AC (particularly since he won't meet strength requirements for heavier armor due to MAD and cannot use a shield), requires several feats (which means you cannot play him in the Basic game), and is still seriously sucking hindcompared to a ranger. And, there are a quarter of the Battlemaster options that flat out don't work with ranged weapons. Additionally, he's dealing the least damage of any two handed weapon user.
Can you play a ranged fighter in 5e? Sure. I know you can. But, you are certainly going to lag heavily behind the melee fighters in terms of effectiveness in combat. The Protective fighter is much better at working with other PC's, the other fighting styles (other than defense) all deal significantly more damage than you do. Never mind that the ranger is a far, far better ranged combatant than you are. A Hunter ranger is dealing an extra d8 damage on his attacks, so until about 11th level when you gain a third attack, the hunter is almost always out damaging you. Of course, at 11th level, my Hunter has Volley, meaning my bow attacks hit everything within a 10 foot radius of the original target.
So lets get rid of classes for a moment. If Im playing 5E, and I have a Human Soldier, Elven Acolyte, Dwarven Sage and Halfling Folk Hero with no classes assigned, what are their roles??
With maxed Dex he's maybe 1 or 2 points behind a heavy armor user in the best armor (and he still uses stealth with no penalty and has a higher initiative bonus) with bounded accuracy overall 1 or 2 points is not really that much.
Also why can't he use a shield? I've already shown the Dex based fighter is also a capable melee combatant through using finesse weapons... so he actually can use rapier and shield to do the equivalent damage of a longsword and board fighter. Versatility the Str based two-hander just doesn't have...
You still haven't shown me why these so called "needed" feats are actually needed for ranged combat to be effective? They make special circumstances easier to cope with and boost the ranged fighter's basic competence (you know what feats are supposed to do) but you have failed to show (except again in special
circumstances) why they are "needed".
As to the battlemaster's maneuvers... you will never have all of them... out of 16 you will have at most 9 and that is playing all the way to 20th level... which you claimed rarely happened so again I'm not seeing how this makes a ranged fighter weaker.
The basic game... well I'll just be frank... who cares. We all know it is a subset of the core rules designed to have the simplest options... so yeah it's limited, not sure if that's a revelation to anyone though. You also can't make a battlemaster fighter, a spellsword and so on... In choosing to play the basic game you are choosing to play with a subset of the core rules...and thus a subset of the fighter class, more power to you but don't then turn around and say it's limited... That said I still believe you can create a competent Dex based/ranged fighter, because I don't agree that there are any necessary feats.
You're not lagging behind melee fighters in effectiveness in combat (especially since a Dex based fighter can switch between the two and stay effective in both, again rapier and shield).
Can a Hunter ranger... push a combatant off a cliff with a ranged attack? Can he attack as many times as a fighter of the same level with his bow? Can he disarm a foe with a ranged attack, increase his chances to hit, or increase his damage (by 1d8/1d10 or 1d12 depending on level) while at the same time laying down cover fire for an ally to escape melee by using superiority dice (these are all maneuvers a battlemaster can do with a ranged weapon)? Again if all you're defining effectiveness in combat as is its' most simplistic expression of "does most damage" the 2-hander will win... of course he's slower, getting hit more, can't affect anything on the other side of the battlefield, hide, snipe, etc.
But...if the roles have always been there, and the only change was that in 4e they were just explicitly called out (and they weren't mechanically enforced)... that begs the question why one of the authors of the 4e PHB felt it necessary to point out that the design and design philosophy behind the classes was different from every edition before...
4e only labled the combat roles and left the non combat roles unfdefined, it was 4e's greatest short coming. I asked 100 or so pages ago if maybe combining roles like alignments would be better...
instead of lawful+good, you would have striker+face... but then add a third, one for each pillar.
yup every edition... even 4th, they just didn't have lables....
artillery is a sub set of control, or strike... just like lurker and skirmisher are types of strike, and battlfiend manipulation and target lock are parts of control... it is just a sub set the 2 share...
Painting one house doesn't make you a house painter. Throwing one flask of oil doesn't make you a grenadier. What I'm saying is that if you go through the majority of your encounters not doing anything to control the battlefield or the enemies you're encountering, you're not really a controller.
By your logic, being a heavily armored fighter triple specialized in your dual weapon fighting, making your persuasion check to convince a guy to be your friend and work for you (effectively the same thing charm person does) makes you a controller as your role?
Good to know.
Let me add a follow up to my point earlier. In Basic D&D, the same class (a fighter) could be (and was, depending on how the player wanted to play him or her)
* Strength based. The brutal warrior who focused on doing as much damage as possible
* Dex based. Either the heavy armor&shield type to be as hard to hit as possible, whose role was to be on the front line taking the brunt of the attacks.
* Dex based. Ranged weapons. The bow or javalin. Hit and run fighter
* Con based. Has as many HP as you could get to extend your survivability.
Or you could play a cleric that also fit all of the above if you wanted, in addition to a healer, protector, smiter, etc. I don't think there is any need to talk about how a MU could focus on damage dealing spells, or utility spells, or control spells, etc, etc--filling any number of roles that could change literally every day.
What people are forgetting about Basic D&D was that every weapon did the same damage (d6) unless you used an optional rule. And every class got the same bonuses to abilities. A cleric with a 16 STR would do more damage with a weapon than a fighter with a 15 STR forever until that somehow changed. This allowed classes to take on these "roles" you associate with different modern classes. Also, for the meat of the game (up to level 10), the attack matrix for fighters compared to a class like the cleric weren't really that far off. Heck, in Basic (the version we're talking about here as per what GM said that I replied to), there is no difference in the attack matrix. Everyone got better at the same rate when they hit level 4.
When I talk about roles in D&D, I'm talking about the entire game. If 4e changed that to mean that roles only mattered in combat, then that's a HUGE disservice to the game. Because like the thief in early D&D, your role wasn't combat focused for one. You still had just as much importance to the group as anyone else overall, so placing the value on combat seems to short change yourself, because D&D is sooo much more than combat. To me, roles are based more on archetypes you want to play. And in Basic, the roles are very basic (no pun intended) and loose. Nothing so narrowly defined as striker, controller, healer, etc. It was "magic user" and "fighter" and "thief" and "cleric" because each of those classes could do one of several different roles, depending on you choose to play them. Not something automatically predetermined when you choose the class.
yeah, if you could do that in most encounters. But charm person doesn't do that. After you charmed your target, you are doing absolutely zero control over any enemies you happen to run into from that point on. You're not changing the environment to affect their movement, you're not forcing or coercing them to do anything---nada. So if you aren't doing anything to control the environment or the enemies, I'm hard pressed to call that a controller. The only thing you're doing is throwing another body at them.
A controller does things like grease, hold person, wall of X, sleep, evard tentacles, stone to mud, etc. Charming a henchmen in town and using that henchmen as a meat shield and protector for you during later encounters isn't controlling those later encounters at all.
That isn't the point. The point was that if you wanted to play a wizard from a book, myth, folklore, or TV show or movie, you were encouraged to play a magic user. Because the magic user was the one who cast spells from wands, spellbooks, etc, and didn't have to pray to a god for divine magic. There are mounds of evidence in the history of D&D that supports this.