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What Makes the Fighter Best at Fighing?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6828320" data-attributes="member: 6790260"><p>*shrug* It may or may not be ambiguous. But, from where I'm standing, there is exactly one thing the Fighter can do which no one else can easily replicate: occasionally taking two <s>standard</s> Actions. So the best, most unique thing a Fighter can do is "more stuff everyone would or could do with an extra turn." While no one can do <em>everything</em> a Fighter could with that extra <s>standard</s> Action, almost everyone can do some of them. Meanwhile, Barbarians have eye-poppingly crazy tanking ability and can get some sick damage with careful Raging/Frenzying, and Paladins can pump out huge and consistent damage through a mixture of hit bonuses, bonus-action smiting spells, and Divine Smites (especially if reserved for crits), while keeping a couple 1st or 2nd level spells (once you get past the training-wheels levels) for after-the-fact healing and using Lay on Hands for spot-treatment during combat. And don't forget the ridiculousness of the save-boost aura and the juicy CD options (like Bless Weapon).</p><p></p><p>The Fighter has a degree of flexibility...<em>and that's it.</em> My experience with literally every D&D-alike ever has shown me that flexibility rarely wins over focus; doing many things okay, or even decently, is less useful than doing one thing very, very well, especially when it comes to combat. It's only when you can marry flexibility with great power (e.g. Batman Wizard) that the former is really worth its salt, mechanically.</p><p></p><p>I also have to say: the Fighter's "non-combat options" are <em>laughable</em> at best. Other than the alleged uses of Action Surge out of combat (which have, thus far, always sounded very contrived to me), you're talking about "Remarkable" Athlete (which is anything but remarkable), or a bloody <em>artisan tool</em> proficiency. The Eldritch Knight, of course, is a dirty cheater <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" />P) but even it only really gets a couple of cantrips and one first-level spell (since all the rest are school-limited and there's <em>very</em> little utility in Abju/Evoc levels 1-4). The Paladin list has some solid options that can be swapped out with a rest (EKs are fixed-spells-known like Bards), and all three of the PHB oaths give a little more as well.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6828320, member: 6790260"] *shrug* It may or may not be ambiguous. But, from where I'm standing, there is exactly one thing the Fighter can do which no one else can easily replicate: occasionally taking two [s]standard[/s] Actions. So the best, most unique thing a Fighter can do is "more stuff everyone would or could do with an extra turn." While no one can do [I]everything[/I] a Fighter could with that extra [s]standard[/s] Action, almost everyone can do some of them. Meanwhile, Barbarians have eye-poppingly crazy tanking ability and can get some sick damage with careful Raging/Frenzying, and Paladins can pump out huge and consistent damage through a mixture of hit bonuses, bonus-action smiting spells, and Divine Smites (especially if reserved for crits), while keeping a couple 1st or 2nd level spells (once you get past the training-wheels levels) for after-the-fact healing and using Lay on Hands for spot-treatment during combat. And don't forget the ridiculousness of the save-boost aura and the juicy CD options (like Bless Weapon). The Fighter has a degree of flexibility...[I]and that's it.[/I] My experience with literally every D&D-alike ever has shown me that flexibility rarely wins over focus; doing many things okay, or even decently, is less useful than doing one thing very, very well, especially when it comes to combat. It's only when you can marry flexibility with great power (e.g. Batman Wizard) that the former is really worth its salt, mechanically. I also have to say: the Fighter's "non-combat options" are [I]laughable[/I] at best. Other than the alleged uses of Action Surge out of combat (which have, thus far, always sounded very contrived to me), you're talking about "Remarkable" Athlete (which is anything but remarkable), or a bloody [I]artisan tool[/I] proficiency. The Eldritch Knight, of course, is a dirty cheater (:P) but even it only really gets a couple of cantrips and one first-level spell (since all the rest are school-limited and there's [I]very[/I] little utility in Abju/Evoc levels 1-4). The Paladin list has some solid options that can be swapped out with a rest (EKs are fixed-spells-known like Bards), and all three of the PHB oaths give a little more as well. [/QUOTE]
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