So I was looking over the UA Variant Class Features again it got me thinking on how to "improve" Fighters, or to make them a bit more fun. To be clear, I LOVE the Fighter class even as it currently is in 5e, but at times it does feel limited in its potential outside of combat. This honestly feels like a problem for all of the martial classes in one degree or another.
Fighters are, in theory, supposed to be the most versatile and varied of the martial archetypes in the game and to an extent this has been executed well, but Fighters feel like they can use a bit more spice to really illustrate this point. So I want to work together with other Fighter enthusiasts to see how we can spice up an already fun class. Here are a few things I've thought of, tell me what you think
So taking the UA as a template, here's what I'm thinking:
1. All Fighters have access to two Maneuvers from the list in that UA with 2 Superiority Die set at d8's at first level along with Fighting Style.
2. Second Wind is moved to a 2nd level ability along with Action Surge
3. Indomitable is either replaced or stacked with Maneuver Versatility at 9th Level and applies to all maneuvers.
4. Add a second Fighting Style. (Not sure at what level and I'm honestly not to sure about this one)
Why Make Maneuvers a Base Ability?
The way I see it, maneuvers are something that seems to just...fit the concept that the Fighter is supposed to embody: warriors who have learned a set of skills or techniques that set them apart from any other type of warrior. Barbarians have their rage, Monks have Ki, Paladins have Smites but the Fighter doesn't have that cornerstone ability that gives them an identity. The maneuvers available to pick from won't intrude on what is offered by the Battle Master subclass and keeping all Superiority Die at d8's to start just keeps things simple. You could even say that should you become a BM with this new Fighter, the SD that you get upon picking Fighter will level up along with your regular SD's, eventually becoming d10's. For an added bit of fun, the DM could make a few more non-combat related maneuvers much like "Studious Eye" to further the customization possible for character creation.
WHY REPLACE INDOMITABLE?
I don't think Indomitable is a bad skill, but in my experience its a bit too situational. It's easy to forget an ability if it's impact is rarely ever felt. If maneuvers are a base feature, I'd much rather have the ability to plan out and switch what maneuvers I can use in between rests than a hail Mary retool on some dice.
So what do y'all think? Got any suggestions? Am I ******* stupid?
I made mention of there being more non-combat maneuvers to help expand what they can do. In the Class Variant Features UA the Fighter had the option of picking a maneuver called "Studious Eye" which allows the player to roll a Superiority die to a Perception or Investigation Check and add that roll to the total. More maneuvers like that would be nice additions to add to the Fighter's repertoire.
I disagree that Battle Master would become useless with these changes. To me, Maneuvers should be a innate thing for Fighters much like Rage is for Barbarians. Having 2 maneuvers across all subclasses I'd argue is moreso a BOON for a Battle Master. Think about it like this, Rage is a baseline feature for ALL Barbarians, then you get the Berserker subclass which doubles down on the one ability and now your Rage is better and has more bite to it...this can work the exact same with Battle Master if maneuvers are a base ability for Fighter.
The Battle Master is all about maneuvers and Superiority Die. It's abilities at every appropriate level further inhances these two things, giving a player MORE maneuvers. MORE Superiority Die, hell making your SD even STRONGER the higher level you become. You don't need to change anything about Battle Master for this to work.
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So I was looking over the UA Variant Class Features again it got me thinking on how to "improve" Fighters, or to make them a bit more fun. To be clear, I LOVE the Fighter class even as it currently is in 5e, but at times it does feel limited in its potential outside of combat. This honestly feels like a problem for all of the martial classes in one degree or another.
Fighters are, in theory, supposed to be the most versatile and varied of the martial archetypes in the game and to an extent this has been executed well, but Fighters feel like they can use a bit more spice to really illustrate this point. So I want to work together with other Fighter enthusiasts to see how we can spice up an already fun class. Here are a few things I've thought of, tell me what you think
So taking the UA as a template, here's what I'm thinking:
1. All Fighters have access to two Maneuvers from the list in that UA with 2 Superiority Die set at d8's at first level along with Fighting Style.
2. Second Wind is moved to a 2nd level ability along with Action Surge
3. Indomitable is either replaced or stacked with Maneuver Versatility at 9th Level and applies to all maneuvers.
4. Add a second Fighting Style. (Not sure at what level and I'm honestly not to sure about this one)
Why Make Maneuvers a Base Ability?
The way I see it, maneuvers are something that seems to just...fit the concept that the Fighter is supposed to embody: warriors who have learned a set of skills or techniques that set them apart from any other type of warrior. Barbarians have their rage, Monks have Ki, Paladins have Smites but the Fighter doesn't have that cornerstone ability that gives them an identity. The maneuvers available to pick from won't intrude on what is offered by the Battle Master subclass and keeping all Superiority Die at d8's to start just keeps things simple. You could even say that should you become a BM with this new Fighter, the SD that you get upon picking Fighter will level up along with your regular SD's, eventually becoming d10's. For an added bit of fun, the DM could make a few more non-combat related maneuvers much like "Studious Eye" to further the customization possible for character creation.
WHY REPLACE INDOMITABLE?
I don't think Indomitable is a bad skill, but in my experience its a bit too situational. It's easy to forget an ability if it's impact is rarely ever felt. If maneuvers are a base feature, I'd much rather have the ability to plan out and switch what maneuvers I can use in between rests than a hail Mary retool on some dice.
So what do y'all think? Got any suggestions? Am I ******* stupid?
I don't understand. Fighters are limited outside of combat, so let's adjust their combat abilities?
I made mention of there being more non-combat maneuvers to help expand what they can do. In the Class Variant Features UA the Fighter had the option of picking a maneuver called "Studious Eye" which allows the player to roll a Superiority die to a Perception or Investigation Check and add that roll to the total. More maneuvers like that would be nice additions to add to the Fighter's repertoire.
I disagree that Battle Master would become useless with these changes. To me, Maneuvers should be a innate thing for Fighters much like Rage is for Barbarians. Having 2 maneuvers across all subclasses I'd argue is moreso a BOON for a Battle Master. Think about it like this, Rage is a baseline feature for ALL Barbarians, then you get the Berserker subclass which doubles down on the one ability and now your Rage is better and has more bite to it...this can work the exact same with Battle Master if maneuvers are a base ability for Fighter.
The Battle Master is all about maneuvers and Superiority Die. It's abilities at every appropriate level further inhances these two things, giving a player MORE maneuvers. MORE Superiority Die, hell making your SD even STRONGER the higher level you become. You don't need to change anything about Battle Master for this to work.