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Switch to Forum Live View Assessing the Direction of the Fighter, Version 3.0
12 months ago  ::  Jul 30, 2012 - 12:01AM #1
Vikingkingq
Date Joined: Oct 8, 2005
Posts: 1,060
Ok, here's Round 3 of looking at the Fighter, following up from the last thread.

Last time, we talked about how the addition of weapon-specialization themes fit into what we knew about the Fighter, namely that there was a theme-based maneuver system and improvised action system in core, narrative and tactical combat modules, and an undetermined fighter class mechanic
 
The latest Legends and Lore Article has now shown us the first iteration of the Fighter Class Mechanic - Combat Superiority - and it looks quite promising. The mechanic is rather intuitive from first glance: the Fighter gets a certain number of dice each round that can be rolled and added as bonus damage or bonus damage resistance, or to pull off certain maneuvers by expending dice without rolling them. 

These manuevers seem to allow the Fighter to fill in roles they held in previous editions - attacks of opportunity, shielding allies, etc. - but requiring players to make an active choice as to how they want to play. 

There is one element that is unclear. According to the article, "The combat superiority system drains some of the elements we had originally intended for the maneuver and theme system, but we’re fine with that. In our minds, the fighter is an expert with weapons....a fighter might have a combat superiority option that allows for two-weapon fighting that is better than the version offered by a feat. In a manner similar to backgrounds and themes, the fighter class presents a set of combat superiority options in prebuilt packages, such as archer or duelist. You’ll also have the option to pick and choose abilities to build your own fighting style. In the current design, you gain two options at 1st level and one option each at 3rd, 7th, and 9th level."

I'm not entirely sure how a system based around dice-rolling and/or expending works with weapon expertise. My guess is that the packages in question offer a class-specific set of maneuvers that are focused around weapon specialization, which might be something like the 4e Ranger's Twin Strike and Dire Wolverine Strike for the Two-Weapon Package. I somehow doubt that it will be a passive bonus however.

The larger question that remains is: what does the theme-manuever system look like now?

It seems to have been fairly gutted by the Fighter class, but I don't think this is necessarily the case. One possibility is that the Rogue Schemes and Ranger [Class Mechanic TBD] will carve off more martial theme-manuevers into their classes in order to make class iconic maneuvers available that are distinct from those of the Fighter. For example, I could see Rogue Schemes giving access to manuevers that are derived from dirty fighting or ambushes, whereas the Ranger might have hit-and-run or trap manuevers. 


 
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12 months ago  ::  Jul 30, 2012 - 12:29AM #2
elkiroa
Date Joined: Jul 29, 2012
Posts: 49

Jul 30, 2012 -- 12:01AM, Vikingkingq wrote:

Ok, here's Round 3 of looking at the Fighter, following up from the last thread.

Last time, we talked about how the addition of weapon-specialization themes fit into what we knew about the Fighter, namely that there was a theme-based maneuver system and improvised action system in core, narrative and tactical combat modules, and an undetermined fighter class mechanic
 
The latest Legends and Lore Article has now shown us the first iteration of the Fighter Class Mechanic - Combat Superiority - and it looks quite promising. The mechanic is rather intuitive from first glance: the Fighter gets a certain number of dice each round that can be rolled and added as bonus damage or bonus damage resistance, or to pull off certain maneuvers by expending dice without rolling them. 

These manuevers seem to allow the Fighter to fill in roles they held in previous editions - attacks of opportunity, shielding allies, etc. - but requiring players to make an active choice as to how they want to play. 

There is one element that is unclear. According to the article, "The combat superiority system drains some of the elements we had originally intended for the maneuver and theme system, but we’re fine with that. In our minds, the fighter is an expert with weapons....a fighter might have a combat superiority option that allows for two-weapon fighting that is better than the version offered by a feat. In a manner similar to backgrounds and themes, the fighter class presents a set of combat superiority options in prebuilt packages, such as archer or duelist. You’ll also have the option to pick and choose abilities to build your own fighting style. In the current design, you gain two options at 1st level and one option each at 3rd, 7th, and 9th level."

I'm not entirely sure how a system based around dice-rolling and/or expending works with weapon expertise. My guess is that the packages in question offer a class-specific set of maneuvers that are focused around weapon specialization, which might be something like the 4e Ranger's Twin Strike and Dire Wolverine Strike for the Two-Weapon Package. I somehow doubt that it will be a passive bonus however.

The larger question that remains is: what does the theme-manuever system look like now?

It seems to have been fairly gutted by the Fighter class, but I don't think this is necessarily the case. One possibility is that the Rogue Schemes and Ranger [Class Mechanic TBD] will carve off more martial theme-manuevers into their classes in order to make class iconic maneuvers available that are distinct from those of the Fighter. For example, I could see Rogue Schemes giving access to manuevers that are derived from dirty fighting or ambushes, whereas the Ranger might have hit-and-run or trap manuevers. 


 




Hopefully they are giving each class a 'scheme' like mechanic with 'combat superiority' being the fighter version.

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12 months ago  ::  Jul 30, 2012 - 1:02AM #3
Mand12
Date Joined: Jun 17, 2010
Posts: 17,324
Fighters deserve and require a unique functionality and mechanic.

Complaining that they're sucking up cool things that other classes will use is not something I will ever get behind, because the fight so far has been getting them to have something unique at all.

There's plenty of other ways to get cool-weapon-user things to other classes, but the fighter does need to have its shiny toys.
D&D Next = D&D:  Quantum Edition
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12 months ago  ::  Jul 30, 2012 - 1:19AM #4
Vikingkingq
Date Joined: Oct 8, 2005
Posts: 1,060
Well, in terms of the martial classes:

We know that the Rogue will have Sneak Attack and Schemes. We don't know much yet about what if anything the Schemes will have to do with combat.

Barbarian will probably be Rage-focused. Similarly, the Warlord will probably be morale/buffing as before.  

The Ranger is hard to pick - especially given that we know some two-weapon functionality is baked into the Fighter class instead. My preference woud be that, instead of trying to compete over a functionality that derives from a single source (D'rizzt), the Ranger emphasize stalking a target, setting traps, hit and run attacks, etc. which are much more evocative of the wilderness warrior than two-weapon wielding. 

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12 months ago  ::  Jul 30, 2012 - 1:24AM #5
Asterionasien
Date Joined: May 25, 2012
Posts: 311

Jul 30, 2012 -- 1:19AM, Vikingkingq wrote:

Well, in terms of the martial classes:

We know that the Rogue will have Sneak Attack and Schemes. We don't know much yet about what if anything the Schemes will have to do with combat.

Barbarian will probably be Rage-focused. Similarly, the Warlord will probably be morale/buffing as before.  

The Ranger is hard to pick - especially given that we know some two-weapon functionality is baked into the Fighter class instead. My preference woud be that, instead of trying to compete over a functionality that derives from a single source (D'rizzt), the Ranger emphasize stalking a target, setting traps, hit and run attacks, etc. which are much more evocative of the wilderness warrior than two-weapon wielding. 




I totally agree. i ever hated 2wp/archery stiles/pet  baked in the class.
Give us a simple core and let us decide  how make OUR unique ranger.

DM: Products of MY Imagination ©. Since 1986.
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12 months ago  ::  Jul 30, 2012 - 1:36AM #6
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Jul 30, 2012 -- 12:01AM, Vikingkingq wrote:

The latest Legends and Lore Article has now shown us the first iteration of the Fighter Class Mechanic - Combat Superiority - and it looks quite promising. The mechanic is rather intuitive from first glance: the Fighter gets a certain number of dice each round that can be rolled and added as bonus damage or bonus damage resistance, or to pull off certain maneuvers by expending dice without rolling them.  


It's effectively an at-will customization mechanic that consumes the damage bonus you gain from leveling.  Remember that 5e's bounded accuracy leaves damage as the key thing that scales our combat effectiveness as you level.  The article makes it clear that Combat Superiority dice are gained as you level, so it's a scaling damage mechanic for the fighter (like SA is for the rogue or magic missile does for the wizard).  

While making them 'dice' is new in the same since that taking healing surges and making them into hit 'dice' is new, that mechanism of trading off your level gains for some other options isn't.  In 3.x, you could build quite an interesting fighter by taking feats like Power Attack and Expertise that let you trade-out some of your BAB for bonuses to damage or AC, respectively.  While you were giving up something pretty critical, there were times when that sort of fine-tuning could be marginally effective, and making that happen could be pretty interesting.  

The flaw is that trading in something that makes you level-apropriate for something 'interesting' leaves you behind the curve when you do so.  The 3.x fighter had the 'best' BAB, but he wasn't alone in that.   If the 5e Fighter's CSdice represent a lot more scaling damage than other classes get, then their use for damage may be just too effective to trade out often.  Conversely, if they're only about on par, then trading them out leaves the fighter hitting ineffectually.  

I'd need to see how the CS system works along side the other classes and whatever damage scaling they get to be sure, but I think I'd rather see the fighter get some choice/interest/versatility, without having to sacrifice basic combat ability for it.



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12 months ago  ::  Jul 30, 2012 - 1:49AM #7
Philip
Date Joined: Nov 19, 2001
Posts: 879
I think the fighter scaled down to its simpliest form (those who choose to turn the dial to simple) will do alot of extra damage.  Even if you take these options, there will still be added damage, you just won't get the EXTRA damage no thinking option, you still get decent damage upgrades to make you viable at your current lvl (of course extra attack options will be more damage as well).  I think they are smart enough to realize that the fighter no matter what options you take will still scale in damage.  Personally I think there will be a univeral 2W damage from attacks at a set lvl and 3W at another level and so on, but even if not there will be a build in damage bonus regardless of the options you take.
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12 months ago  ::  Jul 30, 2012 - 1:50AM #8
Vikingkingq
Date Joined: Oct 8, 2005
Posts: 1,060
I think that assumes in the absence of evidence. We don't know what the Fighter's Scaling Damage is intended to be for the class overall, or for the class outside of the Combat Superiority metric. 

We don't know the content of the manuevers - which is critically important to figuring out whether they come out even with using the Combat Superiority dice for damage.

Likewise, I could see monster design having an important impact. Against highly-armored enemies or enemies with dangerous mechanics, it might be better to spend Combat Superiority dice on manuevers that reduce DR to ensure that next round you can unload on damage, or on manuevers that disable to avoid taking too much damage, etc. 
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12 months ago  ::  Jul 30, 2012 - 1:57AM #9
Philip
Date Joined: Nov 19, 2001
Posts: 879
My optimism so far has been supported with some very exciting (to me) and fun to play characters so far.  I really doubt that they would make such a fundemental mistake, especially since you only get these options at set lvls and from the playtest and everything I have seen so far, every class gets something at every level.
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12 months ago  ::  Jul 30, 2012 - 2:04AM #10
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Jul 30, 2012 -- 1:57AM, Philip wrote:

I really doubt that they would make such a fundemental mistake.


There have been a number of fundamental mistakes made over the last 4 years or so.  From getting 'the math' slightly wrong onwards.  At this point I'll believe what I actually see.  I don't mind speculating, but it's just speculation.

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