|
13 months ago ::
May 24, 2012 - 3:12PM
#1
|
Date Joined:
Jan 25, 2007
|
So I am genuinely asking if I'm missing something... it seems a fighter can only do a basic attack, over, and over, and over again? Am I missing something?
|
|
|
|
13 months ago ::
May 24, 2012 - 3:15PM
#2
|
|
|
At the moment, at least, yes. It's possible that the full rules may include maneuvers, powers, and other things. But for now, say Hi to the new fighter, same as the old fighter.
Another day, another three or four entries to my Ignore List.
|
|
|
|
13 months ago ::
May 24, 2012 - 3:16PM
#3
|
|
|
Well, at level 2, he can make TWO basic attacks... twice per day.
I have to admit, I am greatly, greatly dismayed by the huge step backwards with the Fighter. Martial "powers" may not have been everyone's cup of tea, but they were such a huge improvement.
|
|
|
|
13 months ago ::
May 24, 2012 - 3:25PM
#4
|
Date Joined:
Jan 25, 2007
|
I saw a +3 to intimidate but no currently rules towards intimidate despite a off hand comment in improvising. Thought I may have missed something there.
In all honesty without more options for a fighter to do something this feels like a pre-playtest version of the fighter. Maybe there's been no fighter love (that's releasable) yet? Since the wizard seems to have lots of good options, dailies and at-wills are a nice touch. I'm hoping this is truly just pre-fighter attention and not the 5e vision of what a fighter will be.
|
|
|
|
13 months ago ::
May 24, 2012 - 3:27PM
#5
|
Date Joined:
May 24, 2012
|
As much as I do like the new core rules, the fighter is a meh for me. I do hope for more maneuvars and such. Now, the thing to do remember is that this first playtest isn't about showcasing character classes; it's about testing the core rules. So that's the main thing I've been studying is how the rules themselves work. Character classes and monsters definititely still need balanced.
I keep saying it all over the forums, but in reality this is no preview. This is game development. We're working hot steel here boys, not looking at a brand new sword. Make sure you provide feedback. If it all goes as planned, it'll be good.
Top of my list will definitely be, "Moar martial tricks and stuff."
|
|
|
|
13 months ago ::
May 24, 2012 - 3:30PM
#6
|
Date Joined:
May 24, 2012
|
I saw a +3 to intimidate but no currently rules towards intimidate despite a off hand comment in improvising. Thought I may have missed something there.
In all honesty without more options for a fighter to do something this feels like a pre-playtest version of the fighter. Maybe there's been no fighter love (that's releasable) yet? Since the wizard seems to have lots of good options, dailies and at-wills are a nice touch. I'm hoping this is truly just pre-fighter attention and not the 5e vision of what a fighter will be.
Hate to double post but the skill checks and stuff, at least from what I saw, are in the DM Guidelines section. They have them divided into categories like social and physical and stuff.
|
|
|
|
13 months ago ::
May 24, 2012 - 3:34PM
#7
|
Date Joined:
Jan 25, 2007
|
Ahh thanks, that section doesn't really clarify, though it does include a bit more information. I guess the fighter is a pure impromptu roleplay class at this point or an only basic attack class.
I do get that they want to refine the core rules, though you can't refine the core rules in my opinion without actually have fairly rounded out core classes (even if only the first level, or first three levels). For example if how a fighter plays changes dramatically then the core rules refinement done now won't mean much. Plus much of the core rules I'm seeing are pretty much the existing rules from 3.5 with very little change (though I might be missing some things).
|
|
|
|
13 months ago ::
May 24, 2012 - 3:42PM
#8
|
Date Joined:
May 24, 2012
|
Ahh thanks, that section doesn't really clarify, though it does include a bit more information. I guess the fighter is a pure impromptu roleplay class at this point or an only basic attack class.
I do get that they want to refine the core rules, though you can't refine the core rules in my opinion without actually have fairly rounded out core classes (even if only the first level, or first three levels). For example if how a fighter plays changes dramatically then the core rules refinement done now won't mean much. Plus much of the core rules I'm seeing are pretty much the existing rules from 3.5 with very little change (though I might be missing some things).
I think the thing is, these aren't set in stone rules. They probably want a much more solid core rules set before balancing and adding complexity to the classes. That's my thought, anyway. Only time will tell. I love Paladins and Fighters (definitely snagging that Knight background every chance I get), so if when 5e comes out they're like 3e fighters and paladins at first level, I'll be a very sad panda. Fortunently, I am fairly optimistic this won't be the case.
|
|
|
|
13 months ago ::
May 24, 2012 - 4:01PM
#9
|
Date Joined:
Aug 26, 2007
|
The fighter looks pretty cool to me. 2d6+7 damage is pretty impressive, and he has the reaper option to where he does str score worth of points of damage even on a miss. Most kobolds will die even if he dosnt hit. Then already at level two he basically gets two action points per day, (its not extra attack, its "extra action") So he could double move and attack, or kick in a door, move his speed, and attack, or, move and attack twice, or drink a potion, move, and attack. For second level there are alot of options and flexibility opened up to him. Then at level three he has cleave. So, if he is figthing something like kobolds, he could attack/kill, cleave /attack/kill, move and attack again/kill, and he could miss with every single attack. Imagen that, dosnt even have to roll, and three monsters dead, compaired to the wizards sleep where saves are granted (though burning hands would do the trick even with a low roll and succesful saves).
You could also try doing this, swap out his slayer theme for the clerics guardian them. Now at level one instead of the damage on a miss, you can give disadvantage to an attack against an ally, still get the extra acation twice a day at level 2, then at level three you can auto stop movment of an enemy that moves into your space. Now you are a defending fighter. I am sure there will be choices for push/pull type themes, but for this they wanted to go with the pure damage dealing monster of a dwarven fighter. I think there will be alot of options for building different types of fighters.
Edit: and its not really "basic attack" if it pretty much mirrors the 4th ed at will power which I think was called cleave, where even on a miss you do half ability mod damage (except against one hp minions, so this version is even stronger than the 4th ed version)
|
|
|
|
13 months ago ::
May 24, 2012 - 4:10PM
#10
|
Date Joined:
Apr 10, 2008
|
The fighter looks pretty cool to me. 2d6+7 damage is pretty impressive, and he has the reaper option to where he does str score worth of points of damage even on a miss. Most kobolds will die even if he dosnt hit. Then already at level two he basically gets two action points per day, (its not extra attack, its "extra action") So he could double move and attack, or kick in a door, move his speed, and attack, or, move and attack twice, or drink a potion, move, and attack. For second level there are alot of options and flexibility opened up to him. Then at level three he has cleave. So, if he is figthing something like kobolds, he could attack/kill, cleave /attack/kill, move and attack again/kill, and he could miss with every single attack. Imagen that, dosnt even have to roll, and three monsters dead, compaired to the wizards sleep where saves are granted (though burning hands would do the trick even with a low roll and succesful saves).
You could also try doing this, swap out his slayer theme for the clerics guardian them. Now at level one instead of the damage on a miss, you can give disadvantage to an attack against an ally, still get the extra acation twice a day at level 2, then at level three you can auto stop movment of an enemy that moves into your space. Now you are a defending fighter. I am sure there will be choices for push/pull type themes, but for this they wanted to go with the pure damage dealing monster of a dwarven fighter. I think there will be alot of options for building different types of fighters.
Edit: and its not really "basic attack" if it pretty much mirrors the 4th ed at will power which I think was called cleave, where even on a miss you do half ability mod damage (except against one hp minions, so this version is even stronger than the 4th ed version)
I don't really have much to add. You summed my feeling on the pre-gen fighter perfectly. So here's a cookie instead 
wotc hasn't forgotten how much of their player based loves their fighter's maneuvers, you'll get them (in one form or another).
|
|
|