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Fighter Preview

🕑 Added 2024-06-07 14:00:10 +0000 UTC

Comments

Eric Tam

I’ll add a slight tweak on your argument that players (esp novice players) like the Fighter because of “survivability” — you stated that in terms of the comfort + wider margin for error, but I’d also add that this survivability + superiority in weapon combat (i.e.: an always reliable non-depleting resource) fits into the core fantasy of the redoubtable action hero protagonist who can continuously stand right in the middle of the action and any fight + dish out as good as s/he can take it and potentially always remain the “star” of the adventure, regardless of whatever may come to pass…

Andy Shockney

Mike I find it so interesting that people are finding the fighter as underperforming in 5e design, and are expecting to get a buff in the revision. YMMV, of course but my experience running several high level campaigns was the opposite. Start with big STR from race and starting stats. Lean in to max it out with AI levels or magic items to go gigantic. Typically swing big weapons hard. Provoking AOO’s from feats like great weapon master and polearm master. Then the ultimate feat: power attack. They have plenty of accuracy to give up -5 to gain plus 10 damage on each swing. Bounded accuracy? Sure! But bounded AC too, with fighters having +8 to +12 to hit, there are still plenty of hard hits against 15, 18, 20, and even 23 AC’s. Fighters lean heavily on action surge, a fantastic ability. They chase down haste (wiz, sorc, bard) or a weapon of speed. This combination has these killing machines doling out 200 hp per round at 18th level, every round with NO RESOURCE spend. Action surge: double it! Two fighters? Double it again? What is still living to counter attack in 5e? But that’s only in melee with big boppers, right? No, a dual weapon scimitar wielding Drizzt build is just as bad, making up for lost big hit and critical bonus with even more attacks - up to 11 in one round. But at range…oh the hand crossbows are just as bad. The bow needs a power attack to offset it, which is easily justifiable once you really start to feel the differences. In our high level campaigns, casters are often relegated to buffing and positioning the death dealing machines (sometimes 2-3 in a party), and save their high level AOE pop offs for the perfect room. That said, this effect is massively compounded by the fact that weapon damage becomes less and less resistible at higher levels, while nearly every caster damage type becomes abundantly resisted or immune. The fighter survivability is also key should things not go as planned. AC 20+, 200+ hp, and a bevy of fighter abilities to make saves, and self heal.


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