Manoeuvres as base design & the boringness of the fighter class

Post/Author/DateTimePost
#1

akaddk

Jul 20, 2014 17:40:37

EDIT: It seems that people are misinterpreting my original intent. I'm not talking about sub-classes at all. I'm comparing the base classes to each other.

 

During the open playtests I advocated for manoeuvres such as disarm, trip, charge, shield bash, etc. to be part of the core system, available to every class and monster. It seems that WotC didn't go with my suggestion no matter how loudly I shouted about it. Bad WotC, bad.

 

Part of my reasoning for this was that I thought fighters could have advanced manoeuvres as part of their base design. Instead of just tripping, they could trip and do something else cool and interesting and fun that I lack the imaginative capacity to think of right now.

 

Looks like that this kind of thing will be part of a sub-class rather than as base design. This has brought to light criticisms that the fighter is a tad... well... dull.

 

Now, compared to a 1st-edition fighter, the 5e one is a paragon of choice, versatility and exciting play but compared to, say, a wizard or a cleric or a rogue, getting an extra attack is a bit, well... boring.

 

So I'm curious to see and know what other people think on this matter and whether or not the fighter is fine as is or whether or not they could do with some sprucing up, perhaps through the means I described or through other means people can think of.

#2

pukunui

Jul 20, 2014 18:03:22

Shoving (which covers both pushing and tripping) and grappling are basic maneuvers. Charging and shield bashing will be things anyone can do by taking the relevant feat, I believe. Disarming may not be in the rules at all.

 

To answer your question, though, I think the fighter is fine as is. If someone wants to play a simple warrior who just swings his sword, the option is there (champion). If someone wants to play a warlord or a swashbuckler or something along those lines, the option is there (battlemaster). If someone wants to play a duskblade/bladesinger/swordmage, the option is there (eldritch knight).

 

In addition, people who want to be able to perform some martial maneuvers without taking at least 3 levels in the fighter class have several options that are either readily accessible via the basic combat rules (shoving and grappling are described as being examples on which you can base other maneuvers) or accessible via feats.

 

I recommend patience. The PHB will be out in a matter of weeks. Don't ragequit until you've had a chance to look at the available options presented therein.

#3

Eerongal

Jul 20, 2014 18:03:11

You can totally do all those things with the contest rules. There's no reason why they need to be called out specially. And as Pukunui mentions, there is stuff like grappling and shoving specifically called out and not tied to the fighter.

 

If the playtest was any indication, the battlemaster is likely to be able to attack and trip/disarm/shove/etc. all in one attack, while also using a slightly different resolution mechanic.

#4

akaddk

Jul 20, 2014 18:05:33

Yes, I realise there are sub-classes that can do things but I'm not comparing them, I'm comparing the base classes.

#5

pukunui

Jul 20, 2014 18:08:22

What is wrong with the base fighter being a tad dull? Some people like that. One of the big complaints I heard about 4e was that it wasn't possible to play a simple character. I remember one player who briefly joined the group who was playing a paladin but he would only ever make basic attacks because he couldn't be bothered learning his character's various powers. Some people like that simplicity, and I'm glad to see that it's there in the base design of 5e for people who want it. I'm also glad to see that the sub-classes allow for more complexity for those people who desire more than the basics. That was one of the stated goals for this edition, and it looks to me like the devs have delivered.

#6

akaddk

Jul 20, 2014 18:13:27

Not using an option is different from not having the option in the first place.

 

The base design of wizards and clerics and rogues is interesting. Take away the subclass aspects and you still have fun things to do. Take away the subclass of the fighter and you have... extra attacks and a saving throw reroll.

 

#7

pukunui

Jul 20, 2014 18:15:23

Fair enough.

#8

Thalion94518

Jul 20, 2014 18:29:06

I like the basic fighter.  I have no interest in maneuvers or anything like that.  Others do.  I get that.  I have no problem with a fighter that can do all of that stuff.

 

Just give me the option of playing a simple fighter like I'm used to.

#9

TiaNadiezja

Jul 20, 2014 18:30:46
The Champion - and to a lesser extent the Thief - are the exemplars of Next's design goal of modular complexity - the idea that a character ought not have to sacrifice effectiveness to play simply, that players ought to pick how to play the game based on what's fun for them. I love those subclasses because they make some of my players smile. That they're not my favorites to play (I hate saying "I attack" as the only mechanically-relevant choice I make in a round) doesn't change how overjoyed I am that they're there. The complexity of a lot of classes will come in subclasses.
#10

Lawolf

Jul 20, 2014 18:33:47

The battle master won't really do that good of a job of making the fighter interesting. Assuming you have about 16 rounds of combat per day (3-5 encounters at 3-5 rounds each) the level 5 fighter will make 36 attacks. With one short rest per day, that gives the fighter 6 total dice for maneuvers. That means you perform one maneuver every 6 attacks. So at level 5 only 17% of your attacks are special maneuvers and 83% are basic attacks.

 

Maneuver dice recovering with a short rest really limits the battle master barely more interesting than the "simple" subclass. On top if that, the maneuvers the battle master has are really boring. They are all really basic (ie target makes a save or falls prone, target makes a save or is pushed back). And many don't even work on huge+ sized enemies. There is simply nothing unique or wowing about the battle master. 

#11

GamingGorman

Jul 20, 2014 18:36:03

Your fighter can do all that without it being coded in to the rules.

 

Improvised actions.

#12

abanathie

Jul 20, 2014 18:42:47

Lawolf wrote:
#13

MechaPilot

Jul 20, 2014 18:47:11

GamingGorman wrote:
#14

MechaPilot

Jul 20, 2014 18:50:20

akaddk wrote:
#15

Psikerlord

Jul 20, 2014 18:50:56

I think we need to see PHB before deciding how complex the fighter can be.

#16

GamingGorman

Jul 20, 2014 18:51:12

MechaPilot wrote:
#17

MechaPilot

Jul 20, 2014 18:57:21

GamingGorman wrote:
#18

ankiyavon

Jul 20, 2014 18:58:50

MechaPilot wrote:
#19

GamingGorman

Jul 20, 2014 19:03:47

I honestly believe the balance of the game is expecting the martial characters to come up with more then playing rock em sock with a troll untill someones head pops off. And thus where some of the early complaints about difficulty in the starter set is stemming from.

#20

Lawolf

Jul 20, 2014 19:08:15

GamingGorman wrote:
#21

grendel111111

Jul 20, 2014 19:10:37
When fighting 1 on 1 yes, but in the context of team work not always.
#22

GamingGorman

Jul 20, 2014 19:12:46

Lawolf wrote:
#23

MechaPilot

Jul 20, 2014 19:15:24

ankiyavon wrote:
#24

Lawolf

Jul 20, 2014 19:20:24

GamingGorman wrote:
#25

MechaPilot

Jul 20, 2014 19:27:43

Thalion94518 wrote:
#26

akaddk

Jul 20, 2014 19:29:45

Lawolf wrote:
#27

GamingGorman

Jul 20, 2014 19:35:03

Lawolf wrote:
#28

Alex_

Jul 20, 2014 19:52:48

ankiyavon wrote:
#29

Lawolf

Jul 20, 2014 19:53:04

akaddk wrote:
(Reply to #24)

Shiroiken

To the OP:

 

It's a matter of preference. You don't like things simple, but there is a demand for it (at least according to WotC's survey results). If 5E is going to appeal to the broadest base possible, then a simple fighter is a must. That means that the core Fighter Class is "boring" for you. I'm not a huge fan of the simple warrior either, but at least you do have options (sub-classes, houserules, and possibly modules).

 

Lawolf wrote:
(Reply to #29)

Shiroiken

Lawolf wrote:
#32

Alex_

Jul 20, 2014 20:18:11

Shiroiken wrote:
#33

ankiyavon

Jul 20, 2014 20:22:48

Lawolf wrote:
#34

GhostStepper

Jul 20, 2014 20:25:26

I'm trying to withhold judgement until i see the PHB. If i can't make a 3rd level 5e fighter that plays like a 1st level 3.5 Warblade or a 1st level 4e Fighter, then i'll have issues with the game design.

#35

Lawolf

Jul 20, 2014 20:38:20

Alex_ wrote:
#36

GhostStepper

Jul 20, 2014 20:43:55

Lawolf wrote:
#37

MechaPilot

Jul 20, 2014 20:52:19

Additional rolls and setting onerously high DCs are a very real part of why simply attacking is usually better than attempting an improvised action.

#38

Jenks

Jul 20, 2014 21:16:30

What's hard to understand about "Basic" rules? What do people think basic means?

#39

GhostStepper

Jul 20, 2014 21:35:02

Jenks wrote:
#40

pukunui

Jul 20, 2014 22:02:36

I would actually love to see more improvised magic in the game. Apparently that would make casters too overpowered, though.

(Reply to #37)

AaronOfBarbaria

MechaPilot wrote:
#42

Psikerlord

Jul 21, 2014 0:02:38

MechaPilot wrote:
#43

grendel111111

Jul 21, 2014 0:19:47
By leaving it a little looser it means that it is flexable for the DM to make the game they want. If you want a more sim based game where swinging across the room by rope to cut a gem out of the eye of a statue is difficult to do you can have rhe game like that. If you want people running along walls and doing flips all the time you set the DC to reflect that. It honestly sounds like you have a disconnect between the DMs you play with and what you want from the game. Talk to them or find a DM closer to your needs.
#44

LFK

Jul 21, 2014 0:26:11

GamingGorman wrote:
#45

Bluenose

Jul 21, 2014 0:39:54

GamingGorman wrote:
#46

akaddk

Jul 21, 2014 1:01:45

Someone on another forum pointed out that fighters get two more feats than clerics or wizards and one more than a rogue. Though that may not sound like a big deal, the fact is that it is a significant power boost and also a method of making your fighter unique and interesting. The human is also criticised as being boring but considering the variant would have another feat on top of that, you actually end up with a huge amount of customisation. Feats being so significant in this edition, I do think that makes a substantial difference to how interesting the fighter can be to a player, simply due to the level of customisation it will allow.

#47

pukunui

Jul 21, 2014 1:29:36

Yes indeed. And there will be quite a few more feats in the PHB than were in the last playtest packet too.

#48

BoldItalic

Jul 21, 2014 1:34:12

If we gave every character class (including basic fighter) a table of 1000 possible improvised actions, from which you could roll or choose every round, would that help?

 

  • Yes
  • No
  • What a cool idea
  • What a dumb idea
  • None of the above
#49

pukunui

Jul 21, 2014 1:39:22

I like the approach Green Ronin took with the Dragon Age RPG and its stunt points. The game uses 3d6 for all rolls, one of which is meant to be the "dragon die". If you roll doubles on any of the three dice, you get stunt points equal to the number showing on the dragon die. You can then spend them to do cool stuff (like disarming, tripping, throwing sand in your opponent's face, making an extra attack, etc). No, you can't declare that you're going to try to disarm someone ahead of time, but the idea is that your character is simply seizing the opportunity as it arises in the heat of combat. They later added lists of non-combat stunts for social interactions and the like as well.

 

I'm not sure how you'd translate something like that to the d20 system but it could probably be done.

#50

BoldItalic

Jul 21, 2014 2:04:38

pukunui wrote:
#51

Bluenose

Jul 21, 2014 2:17:53

BoldItalic wrote:
#52

pukunui

Jul 21, 2014 2:27:33

BoldItalic wrote:
#53

1eejit

Jul 21, 2014 2:35:30

I think shoving and grappling work better as cross-class mechanics, they can be inclusive without repeating them the whole time yet still favour those who build Strength. 

 

#54

Siphersh

Jul 21, 2014 3:16:59

I used to play 2e, and I didn't find the fighter boring, because we played the game as a role-playing game, and not as a tactical miniatures game.

#55

Darth_Caffeineus

Jul 21, 2014 3:27:40

akaddk wrote:
#56

edwin_su

Jul 21, 2014 3:36:21

GamingGorman wrote:
#57

Vikingkingq

Jul 21, 2014 4:55:33

As someone who was both a fan of the idea of maneuvers, and didn't think the playtest embraced the full potential of what they could do for the Fighter, I feel a bit ambivalent. On the one hand, if WotC are only going to have relatively simple maneuvers (trip, disarm, shove, etc.) then those should belong to the Fighter. They're the ones who've been training in arms rather than learning how to cast spells or sneak or learn woodcraft, so they're the ones who get the fancier combat options. On the other hand, I really want Fighter maneuvers to improve in scope. Just as Wizards start with casting Magic Missile and Grease and then advances to casting Fireballs and Hold Person and then advances to Meteor Swarm, Timestop, and Astral Projection, I think the same thing should happen with Maneuvers.

 

At low levels, Disarming an Ogre with a +1 Greatclub is a big deal; ditto Shove/Tripping a Bugbear off the Healer. But once you're up to level 5-6, Fighters should be doing more impressive kinds of things. And definitely when you're up to level 10-11, Fighters should be doing some pretty crazy stuff, let alone by level 20. 

 

So my major reservation about the Maneuver Fighter is whether the initial burst of options and abilities that raises up the 5th edition Fighter over his peers continues building, or whether it dissipates by mid-level. 

(Reply to #57)

1eejit

Vikingkingq wrote:
#59

Uchawi

Jul 21, 2014 5:09:15

That is one of my biggest contention points with 5E, in reference to not having a class meta mechanic similar to spells that allow martial choices to expand. It may not be as many choices as a caster, but those classes have features like rituals, at-wills, and arcane recovery, then it just adds further insult to the martial side of things. If someone is calling out for a simple martial class with improvised actions then the same holds true for a caster. There is no reason the martial side of things has to rely on improvised action, or random dice roll threshold route to gain power. Casters have the flexibility to change every day and have at-wills at the same time. Feats are not going to help because they are linear choices that are locked in. Instead martial characters should have a limit on how many abilities they can use per day, encounter or at-will, but all have a reserve of ability that they can call out.

 

It all boils down to a class tool box, and the martial side has a single box and lid, while casters have a multi-door rolling tool chest to rely on. If you add magic, it does nothing ot help, because everyone will want magic items so it is neutral, like ability score increases or even feats.

#60

1eejit

Jul 21, 2014 5:07:01

Let's all try to be careful this thread doesn't slide into edition wars, which it very easily could. After all, fewer options and resources makes the fighter more like 2E, more options and resources is more 4E.

 

Personally I'm happy with the balance of options fighters get, especially if you go Battle Master.

#61

Uchawi

Jul 21, 2014 5:13:48

Actually more resources and options should be a 5E thing, because they have already done that for casters. The big difference with 4E was different types of options like attack AC, Dex, WIsdom, or Fortitude or adding utility power or daily effects. Otherwise it was more limiting that previous editions when considering multiple attacks, and that is not the route to expand martial ability. Multiple attacks just allows the martial character to spam the same thing over and over, similar to caster at-will spells like flaming hands.

(Reply to #18)

CCS

ankiyavon wrote:
(Reply to #58)

Vikingkingq

1eejit wrote:
#64

BoldItalic

Jul 21, 2014 11:26:27

Vikingkingq wrote:
#65

MechaPilot

Jul 21, 2014 12:13:48

AaronOfBarbaria wrote:
#66

dmgorgon

Jul 21, 2014 12:53:58

akaddk wrote:
#67

dmgorgon

Jul 21, 2014 13:12:23

1eejit wrote:
#68

Lawolf

Jul 21, 2014 14:18:17

dmgorgon wrote:
#69

pukunui

Jul 21, 2014 15:35:44

Lawolf wrote:
#70

hunterian7

Jul 21, 2014 21:01:38

akaddk wrote:
#71

GhostStepper

Jul 21, 2014 22:52:21

The main thing i'm missing that will not be reproduced by DM fiat is the defender mechanics from 4e. I'm going to seriously miss locking down multiple foes by getting up in their face and attacking. Now, once someone is adjacent, they're free to walk all the way around me to hit the wizard and i can't even do anything minor to stop that unless i have a the shield feature.

(Reply to #71)

Ashrym

GhostStepper wrote:
#73

Lawolf

Jul 22, 2014 0:06:41

Ashrym wrote:
(Reply to #73)

Ashrym

Lawolf wrote:
#75

akaddk

Jul 22, 2014 0:51:34

hunterian7 wrote:
#76

hunterian7

Jul 22, 2014 1:08:39

akaddk wrote:
#77

Bluenose

Jul 22, 2014 2:13:45

dmgorgon wrote:
(Reply to #17)

DLfan

MechaPilot wrote:
(Reply to #77)

DLfan

Bluenose wrote:
#80

Orzel

Jul 22, 2014 4:57:40
One of the cool things a friend and I did as a house rule was an assassination table. It was a percentage roll to autokill/ko a foe. The more status effects you were under, the harder the roll. And fighter and assassin levels added directly to the DC Threefold under certain conditions. So a dazed and prone orc captain or dragon had a 30+The attackers STR score % to be assassinated by a level 10 fighter. All they had to do is give up dealing damage.
#81

Uchawi

Jul 22, 2014 5:20:05

It takes years of combat training to make use of trip, disarm, etc. without exposing yourself by lowering your defense or becoming a victim of a counter attack. So depending on the level of abstraction, which 5E is pretty simple and less defined, it does not make sense that every class can do detailed maneuvers (trip, disarm, etc.) that should be reserved for martial characters. But if every class can do those types of maneuvers then it makes sense to loosen the restrictions on magic, where every class may have access to rituals, utility magic, etc. What is difficult with these discussions is keeping the level of abstraction, realism, simulation, etc. consistent accross all the classes. Otherwise, you see a host of double standards come into play. And probably the biggest one martial classes have to contend with is the drive to keep them simple. Then any chance to include a complex class or subclass for martial ability is constrained before it leaves the gates, and the only way to address it is to create hybrids like a paladin or ranger with spells.

(Reply to #81)

LupusRegalis

Uchawi wrote:
#83

Rastapopoulos

Jul 22, 2014 7:58:49

Uchawi wrote:
#84

dmgorgon

Jul 22, 2014 8:04:16

Lawolf wrote:
#85

Gnarl

Jul 22, 2014 8:11:33

LFK wrote:
#86

Lawolf

Jul 22, 2014 8:16:49

dmgorgon wrote:
#87

GhostStepper

Jul 22, 2014 8:29:35

Ashrym wrote:
#88

ClockworkNecktie

Jul 22, 2014 8:33:06

akaddk wrote:
#89

Gnarl

Jul 22, 2014 8:46:56

Lawolf wrote:
(Reply to #81)

Ashrym

Uchawi wrote:
#91

Lawolf

Jul 22, 2014 9:13:57

Gnarl wrote:
(Reply to #87)

Ashrym

GhostStepper wrote:
(Reply to #22)

powerroleplayer

GamingGorman wrote:
#94

Orzel

Jul 22, 2014 9:50:09
The real issue is having everyone in the group visualize and simulate the same thing and then have mechanics that MATCH it. D&D is and HAS NEVER BEEN concrete on what can and done with magic or nonmagical outside of listed spells or weapon damage. So if everyone is not in the same page, theory crafting goes haywire.
#95

Gnarl

Jul 22, 2014 9:59:12

Lawolf wrote:
#96

GhostStepper

Jul 22, 2014 10:04:25

Ashrym wrote:
(Reply to #96)

Ashrym

GhostStepper wrote:
#98

dmgorgon

Jul 22, 2014 11:00:50

Lawolf wrote:
#99

MechaPilot

Jul 22, 2014 11:48:23

DLfan wrote:
#100

ankiyavon

Jul 22, 2014 11:58:47

MechaPilot wrote:
#101

Lawolf

Jul 22, 2014 12:13:46

ankiyavon wrote:
#102

MechaPilot

Jul 22, 2014 12:27:29

ankiyavon wrote:
#103

Lawolf

Jul 22, 2014 12:39:15

MechaPilot wrote:
#104

ankiyavon

Jul 22, 2014 12:43:20

MechaPilot wrote:
#105

ClockworkNecktie

Jul 22, 2014 12:43:22

GhostStepper wrote:
#106

MechaPilot

Jul 22, 2014 13:36:36

ankiyavon wrote:
#107

Lawolf

Jul 22, 2014 14:02:00

Note: damage scaling exists for the same reason HP scaling does.

 

As you get higher level, you get better at avoiding taking damage. This is represented by your HP Increasing. As you get higher level, you get better at striking your targets weak spots. This is represented by your damage increasing.

 

Using your environment works the exact same way. As you become more skilled, you are better at knocking your enemies into the braizer, but the damage it deals on its own remains the same. That is why I linked damage to the proficiency bonus. Your skill impacts how well you can use terrain to hurt someone. 

 

Of course, the guidelines I gave are just that, guidelines. If you don't like scaling damage, don't use that part. They only exist as a suggestion for the DM/player on how to resolve an action. 

#108

SwampDog

Jul 22, 2014 14:07:13

OP, you only need to accept that some people genuinely enjoy playing simple, straightforward classes.   They really do.

 

To each his own.

#109

ankiyavon

Jul 22, 2014 14:24:11

MechaPilot wrote:
#110

MechaPilot

Jul 22, 2014 14:57:23

ankiyavon wrote:
#111

ankiyavon

Jul 22, 2014 15:12:45

MechaPilot wrote:
#112

MechaPilot

Jul 22, 2014 15:34:44

ankiyavon wrote:
#113

GhostStepper

Jul 22, 2014 17:51:48

Ashrym wrote:
#114

Lawolf

Jul 22, 2014 18:09:56

Know this. No matter what combination of feats you have, no matter what subclass you choose, no matter what level you are, a 5e fighter will never be 1/4 as good at defending as a level 1 4e fighter or knight. That simply isn't something the 5e fighter is designed for. You will just have to live with that if you want to play 5e. 

#115

Mistwell

Jul 22, 2014 18:56:31

You guys who want a tactical fighter on par with a spellcasters spells will be fine, happy even, with what you will get in another sub-class of the fighter.  Just chill.

(Reply to #115)

LupusRegalis

Mistwell wrote:
#117

Lawolf

Jul 22, 2014 19:15:01

Mistwell wrote:
#118

Marandahir

Jul 22, 2014 19:44:06

I think Mistwell was referring to the Battlemaster Fighter, not the Eldritch Knight Fighter, Lawolf.  And while the document you are referring to does feature a number of manuevers and it seems there's actually quite a bit of tactical play with it, I imagine future splat books may have more Maneuvers added to them. 

#119

Lawolf

Jul 22, 2014 19:54:07

Marandahir wrote:
#120

GhostStepper

Jul 22, 2014 20:17:19

The battlemaster is going to have to far better than the playtest weaponmaster to even start to approach the 3.5 warblade or 4e fighter at level 1. 2 attempts at tripping someone per fight is not going to cut it. I still have my fingers crossed.

(Reply to #113)

Ashrym

GhostStepper wrote:
#122

GhostStepper

Jul 22, 2014 20:35:57

Ashrym wrote:
(Reply to #116)

Ashrym

LupusRegalis wrote:
#124

MechaPilot

Jul 22, 2014 20:46:36

Mistwell wrote:
(Reply to #122)

Ashrym

GhostStepper wrote:
#126

GhostStepper

Jul 22, 2014 21:06:05

Ashrym wrote:
(Reply to #124)

Azzy1974

MechaPilot wrote:
#128

MechaPilot

Jul 22, 2014 22:28:22

Azzy1974 wrote:
(Reply to #128)

Azzy1974

MechaPilot wrote: