Imaro
Legend
But even then, most non combat feats in 5e don't actually do all that much for the fighter.
Really... Alertness, Dungeon Delver, Keen Mind, Lucky, Skilled... are all great feats for someone with feats to spare.
But even then, most non combat feats in 5e don't actually do all that much for the fighter.
But it's only Dex saves... nothing else. The fighter can reroll any save... In other words I don't think you can claim one is objectively better than the other.
Why measure it in rounds? Outside of combat there is no need. Its not like you have to make a skill check every 6 seconds. Usually for non combat situations the game moves at the speed of plot. Also, even if those situations were measured in rounds, how would a single extra round matter outside of combat?
Woohoo, the fighter gets to the top of the cliff 6 seconds faster than anyone else (well, anyone who doesn't bother wasting a spell slot or have some other ability like flight). Disarming traps...as a Strength based fighter, really? Being chased is technically a combat situation.
So again, I will ask, where is the fighter more capable outside of combat than any other class. You keep avoiding answering the question?
I never said indomitable is worse that advantage on Dex saves all the time, merely that it is worse outside of combat. A 1 to 3 times per day reroll, that is arguably better off used in combat is worse than advantage against the most common type of trap all the time in terms of exploration.
Indomitable is great in combat, though, but we are talking about non combat capabilities.
Really... Alertness, Dungeon Delver, Keen Mind, Lucky, Skilled... are all great feats for someone with feats to spare.
Those feats (except for Alert) are all rated rather poorly in most guides because they are only situationally useful and do not stand up to things like resilient, GWM, Polearm Master, Sharpshooter, Crossbow Expert, Heavy Armor Master, Mobility, Etc.
Alertness doesn't have non combat applications. Surprise and initiative are related to combat only.
Dungeon delver is good against traps, but traps don't actually make up a very large portion of the exploration pillar. Besides, as a fighter, you probably don't have the intelligence and wisdom necessary to make that feat really shine.
Same scenario with keen mind. You don't generally have the necessary INT or Wisdom to make it worthwhile.
Skilled gives you more skill proficiency, but that doesn't put you above any other skilled character. Remember part of the problem is that the fighter doesn't do anything better than others outside of combat. A few extra skill proficiencies still puts the fighter behind the likes of the ranger, bard, rogue, etc.
Lucky is great, but more for its combat capability than outside of combat.
The fighter is deficient in non-combat pillar support. This is evident due to the fighter's...
1) Heavy reliance on tools available to all PCs - skills and feats
2) Extremely minimal specialized mechanics the class possesses that can be clearly used in non-combat scenarios
3) Best fighter-specific option is to pick up wizard spells, which is wizard-specific, not fighter-specific
Clearly the fighter can do things in non-combat scenarios. However the game as written doesn't provide much in the way of making the fighter feel distinct in these scenarios.
I'm starting to feel like your exploration pillar is vastly different from my own (and possibly many other people's)...what exactly does the exploration pillar in D&D mostly consist of in your games?
Lucky works just as well in non-combat as it does in combat...
Feats are little more relevant than backgrounds. Anyone can take a feat. The fighter gets one extra feat at typical levels of play, a second at high level. We're not talking a 3.5 fighter who ultimately gets 18 feats compared to everyone else getting 7, with the fighter claiming bonus feats up front at 1st & 2nd level.Those feats (except for Alert) are all rated rather poorly in most guides because they are only situationally useful and do not stand up to things like resilient, GWM, Polearm Master, Sharpshooter, Crossbow Expert, Heavy Armor Master, Mobility, Etc.
That's just an appeal to tradition (a perfectly valid appeal in in the context of 5e). What it says is that, yes, the fighter is starkly inferior out of combat, and that's as it "should be," not just because it's unfair, contrary to genre, and imbalanced - but because that's how it was for a long time.3) Someone has to have the least non combat support. Fighters are so strongly defined by the combat pillar that there is not much that is "fightery" outside that.
If you look at the fantasy archetypes that the fighter is called on to represent, rather than the name of the class, there's lots of non-combat stuff they should be capable of. The fighter (or 'fighting man') didn't get quite so pigeonholed at the outset. In Men & Magic (0D&D, 1st booklet), there were no skill rules at all, any character could do just about anything, solve a puzzle, find a trap, etc, etc. When the Thief was added, it's poor combat abilities and the 'Special' Abilities (skills) they paid for created a combat/non-combat divide among non-casters that has left them confined to the lower tiers ever since.You have athletic prowess - given by the Champion, Skills in related area (Battle dude tool use) & supernatural physical feats (EK suitably fluffed).
While these do not exactly set the world alight & culd be more potent (except the last) I am not sure what would constitute a Fightery exploration/interaction pillar ability.
Exploration is the 'Dungeons' half of Dungeons & Dragons. In the classic game, it's arguably the primary thrust of the experience. You spent hours crawling through a dungeon and minutes fighting things in it.It's the boring bits between fights.
Seriously I asked months ago what the exploration pillar was as I am not sure there is much of it in games I play or run, probably as I don't think I enjoy it.
That's true. Combat is structured in rounds, so everyone gets a turn. It has a concrete progress bar in the form of hps, that everyone can contribute to moving. It has a lot of options that can be interesting and dramatic, and every class can avail themselves of some of them. The other two pillars have received short shrift from the system in that regard. Challenges in exploration or interaction tend to focus on one character, tend to be pass/fail, and present few and situational options that only certain classes can really avail themselves of.Hmm I don't think I am describing this theory very well but I think it's because combat is more structured & out of combat the game can feel more like a negotiation with the DM where you do not want to blow concrete resources like rerolls.