Zardnaar
Legend
So 5E is basically coming to a close so one can evaluate the Fighter designs and figure out what went wrong and what went right. I will break down the overall gist of the fighter design in previous editions and evaluate what worked, what didn't and how one can port the concept to 5E/Future D&Ds. Fundamentally I think they broke the fighter design in 3.0 and each attempt to fix it since then has focused on trying to fix the previous fighter design with a rotating cast of designers than realize what went wrong in that initial transition from 2E to 3.0. I will use several abbreviations from here on out but when I mention fighter basically I'm talking about non magical types. Magical fighters will be referred to as MF, and 4E type fighters and things like the Battlemaster will be cool stuff fighters or CS. A fighters prime design goal to me is killing stuff (KS). Very broadly speaking the fighter chasis leaves room to splash around 1 third of another class onto it or the equivalent (in theory). Fighters are things like the Champion and similar designs, MF are Eldritch Knights, Rune/Echo Knights and CS ones are Battle Masters, Purple Dragon Knights etc.
Mission statement. The Fighter should be the best at well you know fighting. I don't mind niche protection eg a Ranger in the wilderness, A Paladin vs undead/fiends or a Barbarian Raging. Theoretically they are trading off damage for utility (spells, skills, abilities etc). In 5E this doesn't play out that well but I'll address that in the 5E part of the evaluation.
The TSR Fighter
Very broadly I'm grouping all of these fighters together. Generally they all had unmatched ability to KS vs a modern (WotC) Fighter. This is mostly due to how hit points worked. They have inflated the hit points over the editions but a modern fighter is barely dealing more damage than an AD&D fighter for example. With weapon specialization it may not even do that and the AD&D fighter has various ways to gain more attacks depending on the exact edition. That may be weapon specialization, rate of fire, or a 1E fighter ability to cleave 1HD critters. If you played official adventures the Fighter kind of transitioned to a MF. In effect they were kind of 2 5E (Champion+Eldritch Knight) classes with the artificers infuse items ability on steroids. They also increased their saving throws a lot and armor was a bigger deal back then. Heavier armor was just better AC wise. A lot of this wont port well to 5E along with things like domains however some concepts will. More attacks, more damage and better scaling saves could be duplicated in 5E. I'm not worried about the details or preferences.
5E does have this precedent with the Monk being proficient in all saves by level 4. A fighter shouldn't step on the monks toes but could be proficient in 5/6 saves (4 minimum) by level 14 as an example. Other types of fighter eg MF and CS fighters could get one less save than the martial types. Multiple attacks etc I will address in the 5E breakdown. Better saves lets catty that forward from TSR era 3E and 5E failed horribly here, 4E did follow that lesson.
The most badass fighter moment I ever saw was in 2E with a level 12 or 13 ish fighter IIRC solo a lich, dragon and Marilith in 3 rounds one after the other. Dual wielding, weapon specialization, bracers of the blinding strike, d12 damage vs large, magic weapons and Gauntlets of Ogre Power etc.
3E
In third ed they essentially nerfed the fighter and gave you feats instead. A big problem was it took you several feats just to approximate a 1E or 2E fighter that got stuff for free at level 1 eg weapon specialization and cleave ability in 1E. The 3E fighter had terrible saves relative to DCs (5E repeats this) and as an added bonus you got penalties to hit with your follow up attacks a huge mistake that thankfully is more or less exclusive to 3.X games. You could buy weapons and armor but the good stuff was essentially gate kept behind higher levels vs a mid level (eg 7 or 8) TSR era fighter. Choices was the key design feature (feats, buying magical items) but implementation was horrible. There is very little here to draw from except perhaps choose your own class abilities and feats which 5E also offers. Personally I like micro feats over big feats theoretically but like 4E there is to much +1 modifiers here and there and the feats have opportunity cost involved. Eg if you want a skill feat it comes at the price of a combat feat. Overall the 3E fighter is a shining example of what not to do conceptually. Still more feats or pick your own class abilities have been picked up on in 4E and 5E so 3E did leave a legacy after all.
4E
4E changed the game didn't like it much myself but it go some concepts right. For example conceptually it recognized that defenses matter. I didn't like AEDU or the power system but I don't mind similar abilities in Star Wars Saga Edition or 5E as long as they optional eg you choose that class and the more supernatural abilities have an in game explanation eg magic, psionics, the force, a gods blessing etc. Dailies on martials are a stupid idea IMHO but the encounters powers offer a lot of inspiration for the CS and MF fighters. Utility powers conceptually could be folded into a potential CS fighter design (1 third expert abilities for example). 4E left more of a legacy than some would like to admit for me personally it was the design paradigm of 4E I did not like. Not a fan of healing surges for example I don't care about a 5E fighters second wind which is similar conceptually (non magical healing). One could also do worse using the 4E engine (5E evolved it) in d20 based games eg SWSE or write your own clone.
5E.
Overall 5E is a bit mixed on fighter design. The best ones eg Rune Knight, Battle Master need a slight tweak IMHO while the basic class needs an overhaul and something like a Champion needs a lot more help. A big problem is a lot of good abilities don't some online until later in the game where most people don't play. A champion fighters improved critical doesn't come online well into the game. Even 3E gave you that at level 1 with the right weapon or the choice between triple damage on a crit vs double in 5E or a 19-20 crit range. A fighters "good at fighting more feats" gimmick mostly exists on paper. Paladins and Rangers get similar or better abilities at those levels and get spells layered on top of that. Those spells means action surge for example scales very poorly vs a Paladins smite ability. One extra feat is competing with Paladin auras or hunter abilities (PHB beastmaster is very poor effort). Fighters have had some power creep eg Rune Knight but Gloomstalker would like to have some words. ANd the Paladins just a fantastic 5E class. Technically fighters do get that extra attack but Paladins and Rangers often get similar abilities and in some cases get them 8 levels earlier. The extra attack also comes online at level 11 where most games don't reach.
One however must credit WotC they are aware of the issue going by playtest but we will have to wait and see the final results.
Action surge is a great ability and fun to use. But the fighter doesn't get to use it as much and its less useful vs Smite for example in terms of nova ability. We can't really have the fighter to many attacks though relative to the other warriors. A level 5 fighter shouldn't have 3 attacks vs warriors 2. Action surge however can close that gap with Ranger and Paladin spells or the Barbarians 5MWD rage always on type which seems to happen in real games (or rage 3/4 fights at least). Fighters also fairly loaded for its first two levels makes it a great bacon filling in a multiclass sandwich. A more generous amount of action surges (eg a number equal to proficiency bonus per short rest) would do wonders and have it scale vs the extra spells and abilities Rangers and Paladins. An extra save or two in the base fighter at later levels along with something similar in martial types EG champion to get them up to 4 or 5 saves by level 14ish would also help. The fighters failing at its all day thing both conceptually and in real games that probably don't have 6-8 encounters.
The MF mostly just need a few tweaks. Eg the Eldritch knight need to be able to use a weapon as a spell focus and replace an attack with a cantrip similar to the bladesinger. Similar to my other arguments about bringing some fighter abilities forward especially in the level 1-10 space. More saves as the Paladin essentially gets all saves and grant it to allies as part of the aura way better than that bonus feat. Gloomstalker and Tasha's essentially fix the Ranger, Paladin never needed it. Fighter doesn't deal enough damage relative to 5E hit point bloat. More credit to WotC the basic ingredients are all there to make that tasty fighter stew just have them come online sooner but no so soon the fighter gets even better as a dip class.
So thats basically it. Return some of the TSR era fighter glory to the fighter class. These ideas are just spitballing but I think that's the fundamental problem of the class. For those who want fighters that do other stuff than just hit hard they're already in a better spot than the "basic" fighter. Even then there is room to borrow stuff from 4E and 5E to help them out. The MF and CS fighters need to be brought more in line with Paladins and Rangers in utility or damage even while the traditional fighter concept need to compete with the Barbarian.
Mission statement. The Fighter should be the best at well you know fighting. I don't mind niche protection eg a Ranger in the wilderness, A Paladin vs undead/fiends or a Barbarian Raging. Theoretically they are trading off damage for utility (spells, skills, abilities etc). In 5E this doesn't play out that well but I'll address that in the 5E part of the evaluation.
The TSR Fighter
Very broadly I'm grouping all of these fighters together. Generally they all had unmatched ability to KS vs a modern (WotC) Fighter. This is mostly due to how hit points worked. They have inflated the hit points over the editions but a modern fighter is barely dealing more damage than an AD&D fighter for example. With weapon specialization it may not even do that and the AD&D fighter has various ways to gain more attacks depending on the exact edition. That may be weapon specialization, rate of fire, or a 1E fighter ability to cleave 1HD critters. If you played official adventures the Fighter kind of transitioned to a MF. In effect they were kind of 2 5E (Champion+Eldritch Knight) classes with the artificers infuse items ability on steroids. They also increased their saving throws a lot and armor was a bigger deal back then. Heavier armor was just better AC wise. A lot of this wont port well to 5E along with things like domains however some concepts will. More attacks, more damage and better scaling saves could be duplicated in 5E. I'm not worried about the details or preferences.
5E does have this precedent with the Monk being proficient in all saves by level 4. A fighter shouldn't step on the monks toes but could be proficient in 5/6 saves (4 minimum) by level 14 as an example. Other types of fighter eg MF and CS fighters could get one less save than the martial types. Multiple attacks etc I will address in the 5E breakdown. Better saves lets catty that forward from TSR era 3E and 5E failed horribly here, 4E did follow that lesson.
The most badass fighter moment I ever saw was in 2E with a level 12 or 13 ish fighter IIRC solo a lich, dragon and Marilith in 3 rounds one after the other. Dual wielding, weapon specialization, bracers of the blinding strike, d12 damage vs large, magic weapons and Gauntlets of Ogre Power etc.
3E
In third ed they essentially nerfed the fighter and gave you feats instead. A big problem was it took you several feats just to approximate a 1E or 2E fighter that got stuff for free at level 1 eg weapon specialization and cleave ability in 1E. The 3E fighter had terrible saves relative to DCs (5E repeats this) and as an added bonus you got penalties to hit with your follow up attacks a huge mistake that thankfully is more or less exclusive to 3.X games. You could buy weapons and armor but the good stuff was essentially gate kept behind higher levels vs a mid level (eg 7 or 8) TSR era fighter. Choices was the key design feature (feats, buying magical items) but implementation was horrible. There is very little here to draw from except perhaps choose your own class abilities and feats which 5E also offers. Personally I like micro feats over big feats theoretically but like 4E there is to much +1 modifiers here and there and the feats have opportunity cost involved. Eg if you want a skill feat it comes at the price of a combat feat. Overall the 3E fighter is a shining example of what not to do conceptually. Still more feats or pick your own class abilities have been picked up on in 4E and 5E so 3E did leave a legacy after all.
4E
4E changed the game didn't like it much myself but it go some concepts right. For example conceptually it recognized that defenses matter. I didn't like AEDU or the power system but I don't mind similar abilities in Star Wars Saga Edition or 5E as long as they optional eg you choose that class and the more supernatural abilities have an in game explanation eg magic, psionics, the force, a gods blessing etc. Dailies on martials are a stupid idea IMHO but the encounters powers offer a lot of inspiration for the CS and MF fighters. Utility powers conceptually could be folded into a potential CS fighter design (1 third expert abilities for example). 4E left more of a legacy than some would like to admit for me personally it was the design paradigm of 4E I did not like. Not a fan of healing surges for example I don't care about a 5E fighters second wind which is similar conceptually (non magical healing). One could also do worse using the 4E engine (5E evolved it) in d20 based games eg SWSE or write your own clone.
5E.
Overall 5E is a bit mixed on fighter design. The best ones eg Rune Knight, Battle Master need a slight tweak IMHO while the basic class needs an overhaul and something like a Champion needs a lot more help. A big problem is a lot of good abilities don't some online until later in the game where most people don't play. A champion fighters improved critical doesn't come online well into the game. Even 3E gave you that at level 1 with the right weapon or the choice between triple damage on a crit vs double in 5E or a 19-20 crit range. A fighters "good at fighting more feats" gimmick mostly exists on paper. Paladins and Rangers get similar or better abilities at those levels and get spells layered on top of that. Those spells means action surge for example scales very poorly vs a Paladins smite ability. One extra feat is competing with Paladin auras or hunter abilities (PHB beastmaster is very poor effort). Fighters have had some power creep eg Rune Knight but Gloomstalker would like to have some words. ANd the Paladins just a fantastic 5E class. Technically fighters do get that extra attack but Paladins and Rangers often get similar abilities and in some cases get them 8 levels earlier. The extra attack also comes online at level 11 where most games don't reach.
One however must credit WotC they are aware of the issue going by playtest but we will have to wait and see the final results.
Action surge is a great ability and fun to use. But the fighter doesn't get to use it as much and its less useful vs Smite for example in terms of nova ability. We can't really have the fighter to many attacks though relative to the other warriors. A level 5 fighter shouldn't have 3 attacks vs warriors 2. Action surge however can close that gap with Ranger and Paladin spells or the Barbarians 5MWD rage always on type which seems to happen in real games (or rage 3/4 fights at least). Fighters also fairly loaded for its first two levels makes it a great bacon filling in a multiclass sandwich. A more generous amount of action surges (eg a number equal to proficiency bonus per short rest) would do wonders and have it scale vs the extra spells and abilities Rangers and Paladins. An extra save or two in the base fighter at later levels along with something similar in martial types EG champion to get them up to 4 or 5 saves by level 14ish would also help. The fighters failing at its all day thing both conceptually and in real games that probably don't have 6-8 encounters.
The MF mostly just need a few tweaks. Eg the Eldritch knight need to be able to use a weapon as a spell focus and replace an attack with a cantrip similar to the bladesinger. Similar to my other arguments about bringing some fighter abilities forward especially in the level 1-10 space. More saves as the Paladin essentially gets all saves and grant it to allies as part of the aura way better than that bonus feat. Gloomstalker and Tasha's essentially fix the Ranger, Paladin never needed it. Fighter doesn't deal enough damage relative to 5E hit point bloat. More credit to WotC the basic ingredients are all there to make that tasty fighter stew just have them come online sooner but no so soon the fighter gets even better as a dip class.
So thats basically it. Return some of the TSR era fighter glory to the fighter class. These ideas are just spitballing but I think that's the fundamental problem of the class. For those who want fighters that do other stuff than just hit hard they're already in a better spot than the "basic" fighter. Even then there is room to borrow stuff from 4E and 5E to help them out. The MF and CS fighters need to be brought more in line with Paladins and Rangers in utility or damage even while the traditional fighter concept need to compete with the Barbarian.