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2019-11-13, 08:32 AM (ISO 8601)
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- Dec 2015
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Literally the only people for whom that is the case are those traits (+1 AC and removal or stealth penalty) are those who have a 16 Dex, are already wearing medium armor, and would rather pick this one feat rather than do something like keep going for Dex 20. Guy with 15- Dex and wearing a breastplate (because they already value stealth)? Now can switch to halfplate for +1 AC without losing stealth. Guy with 15- Dex and in halfplate and eating the stealth disadvantage? Just gets removal of stealth disad. Person who instead power-adds to 20 Dex? One AC compared to studded, same stealth chances. It's your guide, you do what you want, but for me that makes a Blue ranking get a second glance. And mind you I say that as someone who loves the Medium Armor Master feat (I just recognize it as a niche I happen to like).
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2019-11-13, 01:57 PM (ISO 8601)
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- Jul 2017
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
There are a few skill proficiencies that are purple but should probably be teal.
You're definitely underrating Battlemaster, which is a top-tier choice of subclass. Specifically, Commander's Strike and Distracting Strike should both be rated blue. Fighters get a lot of attacks but each hit isn't particularly powerful. Instead, if you've got a Paladin, a Barbarian, or especially a Rogue ally, giving them an additional attack or better odds of a crit can be huge. You can basically double your Rogue's damage output for a turn, for instance.
Beyond that, Battlemasters are nicely versatile and are one of the best Archer options in 5e. They're definitely green.Last edited by Nidgit; 2019-11-13 at 01:57 PM.
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2019-11-13, 02:37 PM (ISO 8601)
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- Feb 2019
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
That's the definition of situational (considering Commander's Strike is hot garbage without a Rogue and only okay with a Paladin), and situational is teal.
Edit: Speaking of hot garbage, Grappler is rated far too high. The only useful feature is grappled creatures grant you advantage, something easily replicated at the cost of an attack by proning them.Last edited by Yunru; 2019-11-13 at 02:40 PM.
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2019-11-13, 03:55 PM (ISO 8601)
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- Sep 2017
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Well argued, all three of you. I've changed both ratings.
Don't confuse unexciting with inefficient. A bunch of passive boosts may not be as glamorous as a Battle Master's Maneuvers or an Eldritch Knight's spells, but the Champion's just as hard-hitting as they are.
Noted. I'll change the description.
So that's where they were hiding! Thanks.
I already covered this in a previous post, but I'll reiterate. They're teal, because they rely on your party composition: a factor that's outside of your control.
Can't really get any lower than teal. It's good for a specific build, and not very good outside of that.The Everyman's Guide to Taking Up Arms - A Guide to Fighters
Practical Magical Gadgetry - A Guide to Artificers
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2019-11-13, 05:00 PM (ISO 8601)
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- Apr 2017
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Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Nice work! I appreciate both your flexibility and standing by those evaluations you think are solid.
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2019-11-13, 05:34 PM (ISO 8601)
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- Dec 2016
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Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
What build is it good for? I love building grapplers, and I have never taken it since the days when I was a noob and didn't know better.
The grappler feat does not help you actually grapple, and the second bullet point (the option to restrain) is usually worse than the default option to shove a grappled target prone, since it restrains you as well and costs a full action rather than just one attack. Thus, the only actual advantage the feat grants is advantage on attacks against grappled targets.
Therefore, the feat is only even potentially good for a build that is a) going to grapple frequently, and b) wielding a sufficiently high damage one handed weapon (or with a sufficiently low chance to hit) that advantage on attacks is a significant boon.
From what I can tell, the best-case scenario is you're a champion grappler (extra crit chance benefits from advantage) fighter wielding a longsword (or better yet a frostbrand/other weapon with extra damage dice) in one hand, and you have already maxxed strength and taken tavern brawler (grappling as a bonus action>advantage on attacks against grappled creatures, even in this situation). Further, you have a very ranged attack-heavy party with whom restraining targets is more useful than knocking them prone. This is a very rare scenario.
Thus, while continuing to rate it as teal isn't incorrect per se, the description of the feat in the guide should warn people that 98% of the time it's a trap, and grapplers should consider tavern brawler, an ASI in strength or Prodigy(Expertise in Athletics) instead.
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2019-11-13, 05:39 PM (ISO 8601)
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- Jan 2015
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Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
What are your ratings for the Mordenkainen's tieflings?
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2019-11-13, 08:35 PM (ISO 8601)
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Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
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2019-11-13, 09:28 PM (ISO 8601)
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- Oct 2014
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
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2019-11-14, 10:28 AM (ISO 8601)
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- May 2019
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
on Healer: No but the feat itself is very good: great scaled healing and as long as you have healer kit uses you can bring someone back up. Considering the low cost multi use nature of Healer's kits to begin with, that's pretty sweet.
on Tough: I guess I don't understand the emphasis on Con saves, you already have prof and will likely have a +3 (later Indomitable). Tough will also stack on top once you've maxed out Con (with 7 ASI's and motivation to take a race that provides Con not a particularly high level expectation).
on Monk: It's mostly about theming, personally I don't like characters that wear armor and try to avoid it where possible but a one level dip also gives you a BA attack and options for if the party gets captured UD also provides potential for greater than plate AC if you weren't inclined to take a shield anyway). Either way I just think red is a bit harsh for a still martial character that still adds things onto character.For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2019-11-23, 09:08 PM (ISO 8601)
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- Sep 2017
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Updated the guide with all the new Eberron stuff. Feel free to poke holes in my ratings here; I obviously I haven't seen any of them in play yet. Also added the Mordenkainen Tiefling variants, as I somehow overlooked those the first time around.
In terms of the Champion...ultimately it'll remain Blue. It gets enough goodies that a Black rating isn't appropriate, in my opinion.
I mean, you've hit the nail on the head as to why it's rated teal. Good for one specific build (grappling), not good in any others.
Noted. I would still consider that to be Black, though, as it doesn't directly help your Fightering.
At low levels, you should focus on boosting your CON score until you have a decent save, but you're right in that it's a good feat to take if your CON is high already. I'll update the description.
Good point. Still, a lot of the things you gain are redundant, so it'll be Teal at best.The Everyman's Guide to Taking Up Arms - A Guide to Fighters
Practical Magical Gadgetry - A Guide to Artificers
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2019-11-23, 10:17 PM (ISO 8601)
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- Feb 2019
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Last edited by Yunru; 2019-11-23 at 10:18 PM.
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2019-11-23, 11:01 PM (ISO 8601)
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- Dec 2010
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- Where I live.
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Ignore the bonus action attack from the Monk for a second - Monks gives you a bonus action Dodge, which is fantastic for anyone with high AC (like, say, a Fighter). If you go Kensei, the cost to use Agile Parry is proportionally smaller (and you can stack it with a shield, because why not crank your AC?).
Or, if you prefer, dipping three levels in Sun-Soul Monk gives you the option to beam spam something fierce. Is it necessarily a good choice? Probably not. But lasers.
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2019-11-24, 01:24 AM (ISO 8601)
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- Sep 2017
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
See, this is what I get for not playing Monks. I forgot they get a bonus action Dodge. I'll update it.
I ran the numbers on Flurry of Blows, and it's only better that dual-wielding scimitars by 1.5 points of damage, on average. Once you get your Second Attack, it's worse. So I wouldn't say that's a selling point. On a similar note, Unarmored Defense isn't better than a suite of armor unless you pump WIS...which a Fighter doesn't have much of a reason to. Also, you can't use a shield or take the Defense fighting style with Unarmored Defense.The Everyman's Guide to Taking Up Arms - A Guide to Fighters
Practical Magical Gadgetry - A Guide to Artificers
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2019-11-24, 02:05 AM (ISO 8601)
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2019-11-24, 06:08 AM (ISO 8601)
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- Feb 2019
Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
Last edited by Yunru; 2019-11-24 at 06:10 AM.
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2020-11-15, 09:47 AM (ISO 8601)
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Re: The Everyman's Guide to Taking Up Arms: A Guide to Fighters
BUCO: Bump Under Consent of Ogre
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