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| #1VikingkingqAug 19, 2014 15:20:51 | Ok, so back on the old forums, I wrote a series of posts evaluating each iteration of the Fighter in the playtest. Now that the PHB is here, I thought I'd check in to see how things have improved (or not) from the last Playtest packet and to talk about where the Fighter could go from here.
And just to be clear off the bat, I actually want to give the devs kudos for making some improvements along the way and coming up with a pretty good Fighter, even if they didn't fulfill their potential. But the amount of potential that remains untapped is disappointing.
Fighting Styles
Well, Archery got better (+2 compared to +1), Defense is the same, Great Weapon got redone to deal with DAOM, Duelling gave sword and boarders some damage options, but Protection still has the same problem it's always had - the action economy. Imposing Disadvantage is good...but it prevents you from using any of the Maneuvers that use bonus actions, or making use of the Sentinel feat, etc. It's a problem that the tanking Fighting Style is actively not useful to tanks.
Second Wind
Archetypes
For those who like Gishes, Eldritch Knight seems to be a viable option. Champion got a good deal weaker; Remarkable Athlete should really be a basic Fighter utility ability, and it's nowhere near as good as Devastating Critical's stun/hamstring/DoT were for what is a critfisher build.
And now for the thing I care the most about: the Battlemaster:
The Maneuvers:
I'll go Maneuver by Maneuver in a second, but up front, I really want to stress my disappointment that 1. you can't improve a Maneuver by putting multiple dice into it, as per the 12/17/12 playtest packet, 2. there's no room for combinations, both in the one-per-attack rule and within the text of the maneuvers, and most importantly 3. the maneuvers don't scale to end-game. At the same levels that Wizards are learning to Gate or True Polymorph or Time Stop and Druids turn into Elementals, a Fighter is learning to do the same kind of things they did back in level 3. This is a big problem; the Fighter should feel more impressive and powerful and fun as you level to promote people wanting to play and level up. But a Fighter really does start to plateau. The Devs really need to fix this when they get to FH/CF/PHBII/Epic.
On the positive side, I do think it's a good sign that the Battlemaster has no less than 16 maneuvers, way more than the 6 in the last playtest packet, and that the Maneuvers do have the basics of a Warlord's functionality in there with Commander's Strike, Distracting Strike, Maneuvering Attack, and Rally. Also, adding the damage on pretty much all Maneuvers gives the Battlemaster a bit of punch and avoids the effect vs. damage tradeoff.
On to the individual Maneuvers:
So what's missing here? In addition to the problems already addressed above, there's no Charging stuff as there was in previous packets (that's all been feat-gated); there's no Utility Maneuvers like Tumbling Dodge, Great Fortitude, Vault, Lighting Reflexes, Mighty Exertion, or Danger Sense; you can't Volley or Whirlwind to get a bit of AOE; you can't Hamstring people to kill their movement (that's feat-gated).
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| #2setiAug 19, 2014 15:36:59 | I don't have the PHB yet, but the battlemaster sounds pretty cool. Do they still get 4 attacks (8 with action surge) by level 20ish like the 'basic' fighter?
Also, I think (and have stated on other threads ad nauseam) the fighter, and probably all martial classes, do need that "wow factor" of most spells. Especially high level spells.
Part of that would be damage. Lots of it. Fighter types should get to roll a handful of dice at high level too. And have once a day maneuvers that never miss. Like herakles, or beowulf...You know, epic heroes. That's what I want, and I think that's what all fighter/melee/martial/non-caster fans want. Otherwise...We'd all play wizards or clerics.
PS: I wonder if the Paladin now has the 4e-style 'defender' moves? That's also missing from the 5e basic fighter. Oh well, I'll look at a PHB soon. |
| #3GladiusLegisAug 19, 2014 17:44:46 |
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| (Reply to #3)Vikingkingq |
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| #5KarnosAug 19, 2014 18:33:19 |
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| #6ClockworkNecktieAug 19, 2014 19:04:29 | You misstate the situation with Protection style a bit - it uses your reaction, but NOT your bonus action. So it interferes with Sentinel but not most maneuvers.
Also, only 1 maneuver per attack is so that you don't just dump 4d8 bonus damage on one attack at level 3, I'd guess. |
| #7GladiusLegisAug 19, 2014 19:11:38 | Besides that, it just doesn't make sense visually to stack that many maneuvers on one attack. I can suspend my disbelief to a point, but that would be a little much. |
| (Reply to #6)Vikingkingq |
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| (Reply to #7)Vikingkingq |
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| #10VikingkingqAug 19, 2014 19:19:57 | By the by, I think this guy's design for a 5e swordblade isn't a half-bad interpretation of what a Battlemaster really could be. A bit too powerful in places, but these are the kinds of things that would be perfect for high-end Maneuvers. |
| (Reply to #5)Vikingkingq |
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