D&D 5E The Fighter/Martial Problem (In Depth Ponderings)

100% not true. I want a fighter who can impale in a straight line to hit two foes. I want a fighter who can bash a target over the head to inflict status effects. I want a fighter who can force their opponent backward and cede ground. I want a fighter who can jump in front of an ally to take an enemy attack in their place.

I believe YOU want this. I do not believe MOST players want this.

There are undoubtedly some people who play fighters and want this fighter and there are also undoubtedly some players who only play casters who want martials to actually be weaker than they are now and be relegated to a meat shield role and more restricted in what they can do.

I think the middle of those groups are most players who do not want either of these things.

Before you bring up the Battlemaster, these are not extraordinary, game-warping effects that need to be restricted behind a subclass.

This is the biggest falsehood told about the fighter. It is a common complaint that is factually untrue and yet people repeat it over and over and over again.

Battlemaster maneuvers are not restricted to a subclass. RAW ANY fighter can get a Battlemaster maneuver and they can get it two full levels before the Battlemaster subclass is even available! If you are playing with feats any PC can get 3 battlemaster maneuvers.

Well over half of the fighters I play have at least one Battlemaster maneuver, and I have not played a Battlemaster subclass since about 2019.

I think this is the third time on this very thread I have had to call someone out on this BS.


Fighters are the most popular class across every edition because a majority of players like the premise of being an armored frontline warrior, and not because their optimal gameplay loop is spamming Extra Attack.

Most of the PC fighters I see in the modern game do not fit the trope of an armored front line warrior. I think this was true back when I started in 1E 40+ years ago. I don't think it is true today for most players. There are some, certainly. But I think that is a very small number.

The vast majority, and I would say well over 90% have some sort of magical feature (sometimes through race or feats). A lot of them have some sort of natural weapon.

I think fighters are popular in part because they don't do things like in a straight line impale two enemies, but provide a stable combat effective platform to explore character development.
 
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I think the 54% and 74% satisfaction rate of the Champion precludes that maybe not the majority of groups what a fighter with more bells and whistles, a huge percentage which cannot be ignored do.

And that is before you talk about DMs who adjudicate in bells and whistles or Monty Hall their fighters into Christmas Trees.

So if you count the people who want more extraordinary fighter with the people whoget extraordinary stuff from the DM to placate them, it's very likely to be a majority of the community.
 

I think the 54% and 74% satisfaction rate of the Champion precludes that maybe not the majority of groups what a fighter with more bells and whistles, a huge percentage which cannot be ignored do.

54% satisfaction means over half of the players (i.e. most of them) like the subclass, and that is despite being a very weak subclass.

So if you count the people who want more extraordinary fighter with the people whoget extraordinary stuff from the DM to placate them, it's very likely to be a majority of the community.

I don't think it is a majority and I also think those that want extraordinary items to buff their characters want magic items specifically and in general that crowd would be very, very dissatisfied with few/less items but a more powerful class or subclass to "make up for it".

Go advertise a low magic campaign on Startplaying and see how many takers you get. I know from experience it will be difficult to fill a roster of players for such a game. I have also seen a player complain and ultimately quit because the plot in the adventure did not afford downtime for him to craft rare and very rare items (saving the world could not wait).

Also go read all the complaints about some of the WOTC adventures that skimp on magic. People complain quite a bit about ROTFM and STK due to few magic items in those adventures. On the other hand you don't see players complaining about getting a Legendary Sunblade at level 2 from OOTA, a very rare mace at level 3 that does an extra 1d8 damage from DIA or Hazirawn a legendary sword around level 5 in Tyranny of Dragons.
 
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54% satisfaction means over half of the players (i.e. most of them) like the subclass, and that is despite being a very weak subclass.
I said this.

But I also said many grognards and old schoolers run games that would flood their preferred champion fighters with magic weapons, armor, and items and/or adjudicate to let their champion fighters to do cool stuff.

Alice, Bob, Charles, Dave,and Ed are all fighters and all get to attack and scare the orc.

Alice does it as a Battle Master Fighter and uses Menacing Strike
Bob does it as an Eldritch Knight Fighter and casting Cause Fear
Charles does it as a Champion but as a DM adjudication of a Charisma Check, situation appropriateness, and a language limitation
Dave does it as a Champion Fighter via a Fear sword treasure item
Ed does it as a Champion Fighter via a homebrew Tainted Warrior feat.
 

Battlemaster maneuvers are not restricted to a subclass. RAW ANY fighter can get a Battlemaster maneuver and they can get it two full levels before the Battlemaster subclass is even available! If you are playing with feats any PC can get 3 battlemaster maneuvers.

Yes, I am aware of Superior Technique and the Martial Adept feat. The fighter gets one paltry use between rests with the former, and have to choose between it and a Fighting Style. After that, they're still restricted to deciding on one single maneuver they can access. Why does the fighter have to fight tooth and nail for every little thing?

Martial Adept similarly competes between +2 to STR/DEX and far more effective feats like Polearm Master or Crossbow Expert. Contrary to what some people think, the 5e fighter isn't the same feat-loaded monster found in 3e and 3.5e!

From levels 1-10, they have one more feat compared to other classes. Having to invest that feat in Martial Technique means you fall even further behind the caster classes compared to a fighter that goes all in on single target damage, the one thing they're good at.

Go advertise a low magic campaign on Startplaying and see how many takers you get. I know from experience it will be difficult to fill a roster of players for such a game. I have also seen a player complain and ultimately quit because the plot in the adventure did not afford downtime for him to craft rare and very rare items (saving the world could not wait).

Have you considered that the reason many people are disinterested in low-magic 5e games is precisely because 5e doesn't offer compelling gameplay for low-magic characters?

If people want to perform exciting deeds with their fighters, and the only way they are allowed to do that is pigeonholed into being magical or having access to magic items, of course they'll prefer high-magic games. Just because the status quo mechanics of 5e are poor for non-magical fighters does not mean 5e cannot be redesigned to have better mechanical support for such characters.

I think fighters are popular in part because they don't do things like in a straight line impale two enemies, but provide a stable combat effective platform to explore character development.

This is hard to believe. You're saying people are not drawn to the class fantasy of being a knight or duelist, but to the mechanical simplicity offered by the 5e fighter chassis.

Do you think a pared-down "blaster" class that also does nothing beyond spamming a single ray, without the additional customization and complexity afforded by Eldritch Invocations or Patrons, be one of the most popular classes too if it was included in the system?
 
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Yes, I am aware of Superior Technique and the Martial Adept feat. The fighter gets one paltry use between rests with the former, and have to choose between it and a Fighting Style. After that, they're still restricted to deciding on one single maneuver they can access. Why does the fighter have to fight tooth and nail for every little thing?

Yes the fighter gets a use between short rests. So you pretended this was specific to a subclass when it isn't.

artial Adept similarly competes between +2 to STR/DEX and far more effective feats like Polearm Master or Crossbow Expert. Contrary to what some people think, the 5e fighter isn't the same feat-loaded monster found in 3e and 3.5e!

There is no competition at all. If what you want is a PC that can do battlemaster maneuvers, then get battlemaster maneuvers. I take superior technique a lot, more than any other fighter fighting style. I don't take martial adept a lot, but I do take it occasionally on a Rogue or Eldritch Knight and in any case I take it more often than PAM or GWM or XBE (I take it less than sharpshooter though).

Get the manauver if that is what you want. I would say, get the maneuvers if you want to have fun in play and aren't sure what to get. If you want people to be impressed with your white room damage numbers, then take PAM as your feat.

You know the only people I have seen at the table disatisfied with the fighter they were playing are actually people who took the Pole Arm Master feat. I've seen this more than once. In one example he could not do squat for damage with his non-magic pole arm (and GWM) at 10th level. Most combats for the 2nd half of the campaign he was fighting with a magic mace and doing pretty good damage, but the polearm master feat was pretty much useless for the 2nd half of the game. I am sure they thought like you did when they took it and thought it would be a cool feat to have.

That character would have been better with any other feats instead of GWM and PAM! The problem with fighters is not the people who take Martial Adept, it is the people who take PAM and to a degree those that pretend it is a good thing to do or is effective. I have seen a bunch of GWM and GWM/PAM builds and although most of the PCs seemed to have fun only ONE seemed like a standout awesome fun character in play. That was in the Tyranny of Dragons campaign where we got a legendary Greatsword (PAM was still not relevant).

On the other hand I have thoroughly enjoyed every single fighter I have played doing what you are saying is a less effective build. I see the same from other PCs at the table. If I am having fun with my build, I don't think it can be called less effective if it is more fun.

The problem is not the fighter class. The problem is the build choices.


From levels 1-10, they have one more feat compared to other classes. Having to invest that feat in Martial Technique means you fall even further behind the caster classes compared to a fighter that goes all in on single target damage, the one thing they're good at.

They don't have to, but if they are not a battlemaster and they want to have battlemaster maneuvers then they should.

The fact is the story elements are all there for what you claim you want.


Have you considered that the reason many people are disinterested in low-magic 5e games is precisely because 5e doesn't offer compelling gameplay for low-magic characters?

No because full casters are disinterested in those games as well.

I play Rogues all the time. I play fighters a lot. Those classes RAW are VERY compelling for me and for literally almost everyone I have seen play them at tables I have played on (the PAM fighter mentioned earlier being the exception). You know what is not compelling for me? A Druid or a Barbarian and as such I have never played one of those classes. I purposely choose not to play classes that I do not find compelling and that works very well for me.

People today mostly don't want to play low magic characters. Even if they play a completely non-magic subclass like Battlemaster or Swashbuckler, they usually have some magic as part of their character through something else and they want magic items on top of that.


If people want to perform exciting deeds with their fighters, and the only way they are allowed to do that is pigeonholed into being magical or having access to magic items, of course they'll prefer high-magic games.

That is not why they want magic items in my opinion or experience and it is not unique to the fighter class.

This is hard to believe. You're saying people are not drawn to the class fantasy of being a knight or duelist, but to the mechanical simplicity offered by the 5e fighter chassis.

In the modern game no. Even if they are playing something a class like this they are ususally putting it on a Shaddar Kai or Drow or something else with magic or magic like abilities or taking a magic feat or multiclass. I see almost no one that wants to play a vanilla knight in shining armor that runs around the battlefield with weapons all the time.

I also never said a fighter was a simple class and as a matter of fact on this very thread I stated my opinion that at low level it is a difficult class for new players due to the resource management aspects that come on very early and the complicated subclasses which are closer to what most fighter players want than the simple sword-swinger.

I encouraging new players to play fighters is a huge mistake. If you are starting at 1st level I think many casters are actually better. It is a different story if you are starting at 5th level

Do you think a pared-down "blaster" class that also does nothing beyond spamming a single ray, without the additional customization and complexity afforded by Eldritch Invocations or Patrons, be one of the most popular classes too if it was included in the system?

Isn't that pretty much what an Arcane Archer is? I have had a lot of fun with them. It is probably my favorite fighter subclass (not the most powerful, my favorite).
 

See I don't think it is really highly desired by most of the community. It is highly desired by some certainly, but I think those people are a minority. I think most players who want a non-magic fighter, really want it non-Magic and not doing a whole lot more than extra attack

I guess we fundamentally disagree on this point. I haven't interviewed every single DnD player so I can't be sure, but I think there's a ton of evidence that people DO want it.
My personal experience is that players are deterred from playing the non-magical fighters because the gameplay loop is boring - either by experienced players not choosing those characters in the first place or new players changing out of those classes when they realise gameplay is uninteractive. The latter I think should be avoided at all costs - you don't want players to be discouraged from DnD as a whole because they picked Champion Fighter and didn't like it.

From external experience, what I'm seeing is that "maneuvers for martials" is consistently the most requested/discussed feature on forums/reddit. If you look for Revised/Alternative homebrews/3PP you'll easily find a dozen versions of giving maneuvers to all fighters. If you look at the current OneDnD playtest, the most highly rated features have been the maneuver-like abilities given to other martials. And if we look at other games pitching themselves as 5e alternatives or successors (DC20, Pf2e, LevelUp A5E, 13th age) martial maneuvers are a significant feature of these systems.

This is the biggest falsehood told about the fighter. It is a common complaint that is factually untrue and yet people repeat it over and over and over again.

I think this is the third time on this very thread I have had to call someone out on this BS.
It just comes across as pedantic. You're technically correct, but it doesn't really matter to the general discussion.
 


In the modern game no. Even if they are playing something a class like this they are ususally putting it on a Shaddar Kai or Drow or something else with magic or magic like abilities or taking a magic feat or multiclass. I see almost no one that wants to play a vanilla knight in shining armor that runs around the battlefield with weapons all the time.
Kind of a bizarre take that I've never seen anywhere else.
And it has the same alternative explanation: people are discouraged from playing fighters because the rules are lacking and they need to dip magical feats/races/subclasses to enable mechanically engaging gameplay.
 

All we know is champion isn't that popular.
Doesn't mean people are clamoring for more complex fighter vs better champion
My response is that you can always dumb down a class and play it simply. If you build a class with mechanical depth, Autoattack and not engaging with feats or resources is still an option. But the reverse is not true.

If you just rolled all the battlemaster fighter features in to the base fighter class, nothing would be lost, no-ones class fantasy would be ruined, and people who found it too confusing can still just autoattack.
 

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