An object that's actually equivalent to a real weapon doesn't clearly qualify as an improvised weapon at all:
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
It only acquires the stats of a weapon when it's being used as if it were that weapon -- in which case it's not an improvised weapon, it's a regular weapon. if you're not using it as a real weapon equivalent, it does 1d4.
My first reaction was, why is this a Fighter subclass and not Barbarian? When I am imaging someone picking up random items and using them as weapons, I am not seeing someone equipped with the finest plate mail.
An object that's actually equivalent to a real weapon doesn't clearly qualify as an improvised weapon at all:
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
It only acquires the stats of a weapon when it's being used as if it were that weapon -- in which case it's not an improvised weapon, it's a regular weapon. if you're not using it as a real weapon equivalent, it does 1d4.
its still an improvised weapon
"an improvised weapon is similar to an actual weapon"
it doesnt become something else, its an improvised weapon that uses the weapon its similar to stats.
the only improvised weapon that is a d4 are improvised weapons that aren't like anything.
note the start
"An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, "
a table leg is an improvised weapon as evidenced here.
My first reaction was, why is this a Fighter subclass and not Barbarian? When I am imaging someone picking up random items and using them as weapons, I am not seeing someone equipped with the finest plate mail.
mostly because it leans heavy on mastery, giving 2 extra masteries and the ability to use two masteries at once, they didnt want to give that to barbarians, as they think the fighter should be best at mastery and weapons
For those of you lacking creativity here's some examples of improvised weapons and what real weapon they are most similar to:
Broken bottle - dagger
broom - quarterstaff
metal mug - club
kitchen knife - dagger
table / chair / misc furniture - greatclub or maul
scythe - glaive
pitchfork - pike
candle stick - mace
torch - mace that deals fire damage
chandelier - trident
frying pan - mace
iron pot - maul
fishing harpoon - spear or possibly crossbow
grappling hook on a string - flail
picture frame - boomerang
rug or tapestry - net
piece of rope or chain - whip
mining pickaxe - war pick
piton - dagger
crowbar - short or long sword
hammer - light hammer or warhammer
scissors - dagger
shaving razor - shortsword
toilet seat - boomerang
tree branch - club, greatclub or quarterstaff
bee hive - javelin that deals extra poison damage
scorpion on a stick - spear that deals extra poison damage
skunk in a cage - some kind of stink bomb
caltrop - short or long sword
harp or lyre + cutlery = shortbow / longbow
piece of an iron fence - spear, pike, or rapier
pendulum from a grandfather clock - halberd
sharp bit of pipe or stick - rapier
I don't lack creativity, but a LOT of these are exaggerations and are either "mother may I" or likely to lead to my toothpick argument(which is why it's an undersupported style making it a half baked subclass)
Improvised weapons need clarification (edit: like what constitutes one handed vs two handed? Weight? Length? DM fiat?) and maybe work on same damage die as unarmed strikes, for brawler. That way it doesn’t matter if you fight unarmed or table leg you stay even.
It’s just weird that they basically decided to take unarmed fighting style and break it into class features.
I need to look at it more but I’m not impressed with my brief skim of it. Not a bad idea but needs more.
I love the idea of improvised weapons being viable and being able to pick up a goblin to use to hit another goblin. Or shield bashing. Or smacking a dragon with a piece of its own hoard. But as noted, the execution has room for improvement. The more I think about it, the more I think Brawler should not be a subclass. Instead, it should be an improvement to the Feats Grappler and Tavern Brawler. Then Monks and Barbarians can be built with those feats. I'll probably suggest that Rune Knight takes the place of Brawler in the PHB.
The magic items for Unarmed Strikes will probably be tattoos/cloth that give +1/+2/+3 bonus to hit and damage for Unarmed Strikes (edit: and improvised weapons). They better not require attunement. And maybe they would add a bonus to the Grapple/Shove DC.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I love the idea of improvised weapons being viable and being able to pick up a goblin to use to hit another goblin. Or shield bashing. Or smacking a dragon with a piece of its own hoard. But as noted, the execution has room for improvement. The more I think about it, the more I think Brawler should not be a subclass. Instead, it should be an improvement to the Feats Grappler and Tavern Brawler. Then Monks and Barbarians can be built with those feats. I'll probably suggest that Rune Knight takes the place of Brawler in the PHB.
The magic items for Unarmed Strikes will probably be tattoos/cloth that give +1/+2/+3 bonus to hit and damage for Unarmed Strikes (edit: and improvised weapons). They better not require attunement. And maybe they would add a bonus to the Grapple/Shove DC.
No, I like it where it is.
What sort of weapon equivalent is a goblin anyway? I suggest a flail.. ;)
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
Yeah, but the unarmed fighting style is bad. Oh boy, effectively a d8 two-handed weapon! Where do I sign up?
I kinda agree on the Masteries. I feel like Fighters should just get all of them. Less work each long rest, and effectively the same versatility. They are supposed to be masters of all weapons, after all.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
Ok. I think when we say 6 masteries is silly we mean changing masteries to match weapons after a long rest: i.e. the swap from longsword to greatsword, etc.
When it's getting to choose what key words of your choice apply to weapons you use, you should have all the options and not have to pick and choose two each day, but that's not saying we think they should have 6 weapon mastery key words attached to each weapon they use.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
Ok. I think when we say 6 masteries is silly we mean changing masteries to match weapons after a long rest: i.e. the swap from longsword to greatsword, etc.
When it's getting to choose what key words of your choice apply to weapons you use, you should have all the options and not have to pick and choose two each day, but that's not saying we think they should have 6 weapon mastery key words attached to each weapon they use.
For me the silliness comes in the idea of having 6 weapons they have mastered on any given day. When in reality they’ll have their one melee weapon they use, and which at that point they can put whatever mastery they want on it, and they’ll have that ranged weapon that’s usually gathering dust in their pack. Or vice versa for a ranged fighter. You could maybe say a melee fighter would also have a thrown weapon in the mix, and so 3 would be ok. But 4,5 and 6 won’t see any use.
But I very much agree with Erik Soong. Letting a fighter stack a bunch of masteries on one weapon, that would be really great, and would give them something to set them apart from other classes who get masteries.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
Yeah, but the unarmed fighting style is bad. Oh boy, effectively a d8 two-handed weapon! Where do I sign up?
I kinda agree on the Masteries. I feel like Fighters should just get all of them. Less work each long rest, and effectively the same versatility. They are supposed to be masters of all weapons, after all.
Agree the style isn’t great, but you can’t make it too good or you screw the monk. Give brawlers a d8 and heavy armor right at level 3, and monks become even more without a clear niche. I do agree with an above poster who said brawler in heavy armor doesn’t feel right. Re-tool this into a monk subclass maybe?
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
Ok. I think when we say 6 masteries is silly we mean changing masteries to match weapons after a long rest: i.e. the swap from longsword to greatsword, etc.
When it's getting to choose what key words of your choice apply to weapons you use, you should have all the options and not have to pick and choose two each day, but that's not saying we think they should have 6 weapon mastery key words attached to each weapon they use.
For me the silliness comes in the idea of having 6 weapons they have mastered on any given day. When in reality they’ll have their one melee weapon they use, and which at that point they can put whatever mastery they want on it, and they’ll have that ranged weapon that’s usually gathering dust in their pack. Or vice versa for a ranged fighter. You could maybe say a melee fighter would also have a thrown weapon in the mix, and so 3 would be ok. But 4,5 and 6 won’t see any use.
But I very much agree with Erik Soong. Letting a fighter stack a bunch of masteries on one weapon, that would be really great, and would give them something to set them apart from other classes who get masteries.
I don't want other classes getting masteries. Outside how.i.described, masteries still swap out two per day, which is a pointless mechanic when they should just either be inherent to the weapon, or done away with. It's also recycling some 3.5/4e crap if you ask me, which means fiddly crap to appease the rules lawyers and mechanic tweakers out there than to actually improve on what made 5e so exceptional: simplicity.
And I say this because as someone else pointed out in the other thread, people want simplicity so we're giving them more spreadsheets...
And I'm not opposed to spreadsheets. I use them all day every day at work, but spreadsheets and formulas aren't what I think of when I want to role play...
This definitely could use a shield bash option if you decide to focus on the one handed route (BA unarmed strike: Grapple Expert, for only Grapple or Shove. Or bash with shield or a different improvised weapon in your other hand?) Improvised weapons should just be your unarmed die or its own die, skip the “what real weapon the IW resembles”.
The unarmed die going to d8/d10 seems a bit late. Maybe part of dirty fighting at 10 (although that puts them a level ahead of monk with the d10 part).
I like it as a fighter subclass, just needs some work
Honestly, I think a barbarian subclass works a lot better, as it includes unarmored defense and is generally more focused on feats of strength than the fighter.
Honestly, I think a barbarian subclass works a lot better, as it includes unarmored defense and is generally more focused on feats of strength than the fighter.
barbarian could have had it, though it wouldnt be mastery focused. it would be a fairly different beast.
However the take they are going with here is more of a master of all weapons, and anything is a weapon in their hands, more than just a raw strength.
Barbarian cant fill the same role, as warrior has fighting styles (barbarian cant use), more feats, which allow weapon enhancement, more weapon masteries, and more versatile use of masteries.
Also, weapon swapping is tied to number of attacks, and fighter has the most possible swaps. Barbarian can barely use two-3 weapons at a time. Meanwhile fighter can have between 4-10 attacks including nick, BA and Action surge.
fighter is the one who can best use a high mastery system, multi weapon style.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles. Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
Ok. I think when we say 6 masteries is silly we mean changing masteries to match weapons after a long rest: i.e. the swap from longsword to greatsword, etc.
When it's getting to choose what key words of your choice apply to weapons you use, you should have all the options and not have to pick and choose two each day, but that's not saying we think they should have 6 weapon mastery key words attached to each weapon they use.
For me the silliness comes in the idea of having 6 weapons they have mastered on any given day. When in reality they’ll have their one melee weapon they use, and which at that point they can put whatever mastery they want on it, and they’ll have that ranged weapon that’s usually gathering dust in their pack. Or vice versa for a ranged fighter. You could maybe say a melee fighter would also have a thrown weapon in the mix, and so 3 would be ok. But 4,5 and 6 won’t see any use.
But I very much agree with Erik Soong. Letting a fighter stack a bunch of masteries on one weapon, that would be really great, and would give them something to set them apart from other classes who get masteries.
This is not for the 1 weapon type fighter, this classes whole identity is a guy who can use any all weapons, and different ones all the time.
The rules have changed for equiping items in one dnd, in part so you can swap weapons more for certain effects, and to make thrown weapons more viable. This subclass is about capitalizing on those concepts.
i can tell you right now, this is a VERY Viable playstyle, and i can tell you that i can use 4 masteries in a round
level 5 Fighter twf PAM
Fight in the tavern, throw belt dagger (nick) grab a butcher knife throw it (vex improvised handaxe) pull out scythe i kept from the barn(improvised glaive mastery Cleave) HAft attack from PAM (use improvised mastery topple)
4 masteries used in one turn. nick, vex, cleave, topple
Also, differnt mastery options across one day.
Vex and nick are basically your dual wield /throwing combo, you definitely want to have that in your repetoire.
topple is great, but useless after toppled, definitely want to have that mastered
Cleave for AOE (which you can create via grappling and moving targets, which brawler does)
push for keep away, disengge, or position manipulation
Sap for really strong enemies.
Slow for runners or kiting.
you cant imagine wanting to use these effects over the course of 2-4 battles?
Now, the implementation of brawler is currently a bit rough, but the concept? use all weapons, found or owned, improvised, along with strong base cqc ability is solid.
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An object that's actually equivalent to a real weapon doesn't clearly qualify as an improvised weapon at all:
It only acquires the stats of a weapon when it's being used as if it were that weapon -- in which case it's not an improvised weapon, it's a regular weapon. if you're not using it as a real weapon equivalent, it does 1d4.
My first reaction was, why is this a Fighter subclass and not Barbarian? When I am imaging someone picking up random items and using them as weapons, I am not seeing someone equipped with the finest plate mail.
its still an improvised weapon
"an improvised weapon is similar to an actual weapon"
it doesnt become something else, its an improvised weapon that uses the weapon its similar to stats.
the only improvised weapon that is a d4 are improvised weapons that aren't like anything.
note the start
"An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, "
a table leg is an improvised weapon as evidenced here.
"For example, a table leg is akin to a club. "
so the table leg is both an improvised weapon, and can be treated as a club.
"An object that bears no resemblance to a weapon deals 1d4 damage"
this makes it clear the d4 is a special case of an improvised weapon that has no resemblence.
if you make a scimitar like object out of a propellor and leather as a handle, thats an improvised weapon.
this isn't some made up baloney, its actually trying to represent real life
https://en.wikipedia.org/wiki/Improvised_weapon#:~:text=Tools such as scissors, ice,extinguishers, hammers and entrenching tools.
mostly because it leans heavy on mastery, giving 2 extra masteries and the ability to use two masteries at once, they didnt want to give that to barbarians, as they think the fighter should be best at mastery and weapons
I don't lack creativity, but a LOT of these are exaggerations and are either "mother may I" or likely to lead to my toothpick argument(which is why it's an undersupported style making it a half baked subclass)
Improvised weapons need clarification (edit: like what constitutes one handed vs two handed? Weight? Length? DM fiat?) and maybe work on same damage die as unarmed strikes, for brawler. That way it doesn’t matter if you fight unarmed or table leg you stay even.
It’s just weird that they basically decided to take unarmed fighting style and break it into class features.
I need to look at it more but I’m not impressed with my brief skim of it. Not a bad idea but needs more.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I love the idea of improvised weapons being viable and being able to pick up a goblin to use to hit another goblin. Or shield bashing. Or smacking a dragon with a piece of its own hoard. But as noted, the execution has room for improvement. The more I think about it, the more I think Brawler should not be a subclass. Instead, it should be an improvement to the Feats Grappler and Tavern Brawler. Then Monks and Barbarians can be built with those feats. I'll probably suggest that Rune Knight takes the place of Brawler in the PHB.
The magic items for Unarmed Strikes will probably be tattoos/cloth that give +1/+2/+3 bonus to hit and damage for Unarmed Strikes (edit: and improvised weapons). They better not require attunement. And maybe they would add a bonus to the Grapple/Shove DC.
So, early on, the only real mechanical benefit (aside from the possibility of chucking around alchemist's fire) is getting options for Mastery each hit? The same benefit that any Fighter can get from splitting their 6 Masteries between different weapons and using each when they're most convenient?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
No, I like it where it is.
What sort of weapon equivalent is a goblin anyway? I suggest a flail.. ;)
Well, you are basically getting the unarmed fighting style for free, so you in effect get 2 fighting styles.
Makes me wonder if they’ll keep the unarmed style.
Don’t get me started on how pointless 6 masteries is. Realistically anything over 2 is pretty pointless.
Yeah, but the unarmed fighting style is bad.
Oh boy, effectively a d8 two-handed weapon! Where do I sign up?
I kinda agree on the Masteries. I feel like Fighters should just get all of them. Less work each long rest, and effectively the same versatility. They are supposed to be masters of all weapons, after all.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I agree. The sauce would be in letting fighters use up to 6 at the same time. :D
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Ok. I think when we say 6 masteries is silly we mean changing masteries to match weapons after a long rest: i.e. the swap from longsword to greatsword, etc.
When it's getting to choose what key words of your choice apply to weapons you use, you should have all the options and not have to pick and choose two each day, but that's not saying we think they should have 6 weapon mastery key words attached to each weapon they use.
For me the silliness comes in the idea of having 6 weapons they have mastered on any given day. When in reality they’ll have their one melee weapon they use, and which at that point they can put whatever mastery they want on it, and they’ll have that ranged weapon that’s usually gathering dust in their pack. Or vice versa for a ranged fighter.
You could maybe say a melee fighter would also have a thrown weapon in the mix, and so 3 would be ok. But 4,5 and 6 won’t see any use.
But I very much agree with Erik Soong. Letting a fighter stack a bunch of masteries on one weapon, that would be really great, and would give them something to set them apart from other classes who get masteries.
Agree the style isn’t great, but you can’t make it too good or you screw the monk. Give brawlers a d8 and heavy armor right at level 3, and monks become even more without a clear niche.
I do agree with an above poster who said brawler in heavy armor doesn’t feel right. Re-tool this into a monk subclass maybe?
I don't want other classes getting masteries. Outside how.i.described, masteries still swap out two per day, which is a pointless mechanic when they should just either be inherent to the weapon, or done away with. It's also recycling some 3.5/4e crap if you ask me, which means fiddly crap to appease the rules lawyers and mechanic tweakers out there than to actually improve on what made 5e so exceptional: simplicity.
And I say this because as someone else pointed out in the other thread, people want simplicity so we're giving them more spreadsheets...
And I'm not opposed to spreadsheets. I use them all day every day at work, but spreadsheets and formulas aren't what I think of when I want to role play...
This definitely could use a shield bash option if you decide to focus on the one handed route (BA unarmed strike: Grapple Expert, for only Grapple or Shove. Or bash with shield or a different improvised weapon in your other hand?) Improvised weapons should just be your unarmed die or its own die, skip the “what real weapon the IW resembles”.
The unarmed die going to d8/d10 seems a bit late. Maybe part of dirty fighting at 10 (although that puts them a level ahead of monk with the d10 part).
I like it as a fighter subclass, just needs some work
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Honestly, I think a barbarian subclass works a lot better, as it includes unarmored defense and is generally more focused on feats of strength than the fighter.
barbarian could have had it, though it wouldnt be mastery focused. it would be a fairly different beast.
However the take they are going with here is more of a master of all weapons, and anything is a weapon in their hands, more than just a raw strength.
Barbarian cant fill the same role, as warrior has fighting styles (barbarian cant use), more feats, which allow weapon enhancement, more weapon masteries, and more versatile use of masteries.
Also, weapon swapping is tied to number of attacks, and fighter has the most possible swaps. Barbarian can barely use two-3 weapons at a time. Meanwhile fighter can have between 4-10 attacks including nick, BA and Action surge.
fighter is the one who can best use a high mastery system, multi weapon style.
This is not for the 1 weapon type fighter, this classes whole identity is a guy who can use any all weapons, and different ones all the time.
The rules have changed for equiping items in one dnd, in part so you can swap weapons more for certain effects, and to make thrown weapons more viable. This subclass is about capitalizing on those concepts.
i can tell you right now, this is a VERY Viable playstyle, and i can tell you that i can use 4 masteries in a round
level 5 Fighter twf PAM
Fight in the tavern, throw belt dagger (nick) grab a butcher knife throw it (vex improvised handaxe) pull out scythe i kept from the barn(improvised glaive mastery Cleave) HAft attack from PAM (use improvised mastery topple)
4 masteries used in one turn. nick, vex, cleave, topple
Also, differnt mastery options across one day.
Vex and nick are basically your dual wield /throwing combo, you definitely want to have that in your repetoire.
topple is great, but useless after toppled, definitely want to have that mastered
Cleave for AOE (which you can create via grappling and moving targets, which brawler does)
push for keep away, disengge, or position manipulation
Sap for really strong enemies.
Slow for runners or kiting.
you cant imagine wanting to use these effects over the course of 2-4 battles?
Now, the implementation of brawler is currently a bit rough, but the concept? use all weapons, found or owned, improvised, along with strong base cqc ability is solid.