12/4/14

Aeven Steelhand, My D&D 5e Fighter

Our Monday Night Gaming Group has been playing D&D 5e, with +Rob Conley (Bat in the Attic) running us through the Lost Mine of Phandelver, which he placed in his Majestic Wilderlands campaign setting.

I used the free D&D Basic Rules and went with a simple human fighter, Aeven Steelhand. When my Player's Handbook arrived, I opted to make him a Champion when he hit third level. This meant that Aeven had no spells and not much for specialized skills. He is the toughest frontline fighter in the group, but I found him lacking grit and punch compared to his peers who benefited from spells and special features. This was particularly noticeable when he went down quickly in battles with goblins and zombies. It should be said that our DM was rolling 20s in Roll20 (as if he had hacked the system).

I expected to be limited in my options, but I didn't expect to be so vulnerable.The fighter can wear heavier armor, but doesn't typically have the means to buy when starting out. While it was nice to get the improved critical as a Champion, I found that it didn't noticeably impact play. When playing AD&D 1e years ago and Castles & Crusades a few years back, we gave fighters a d12 for hit points. With Castles & Crusades, this hit point enhancement worked well as we were not using the barbarian class.

None of this changes my overall positive opinion of D&D 5e. I am looking forward to running my first session next Monday night.

6 comments:

  1. Aside from me rolling 20s remember you are the one on the front line. The trick to everybody else is that they were fighting with ranged attacks. As the frontline fighter you get the brunt of the early damage in a fight. Chris' character had a similar issue to yours.

    What you should do is make use of a ranged weapons as part of your tactics. Also remember at 5th level you will pick up 2 attacks per attack action which will start to increase your combat cpabilities. Also there are things you can do with with Strength(Athletics) that the other character can't do as well as you.

    And finally I miss you and Vognur the most out of everybody. When something gets to Sidwin, Ara, or Keyar they get hurt fast. The problem has been getting past you and Vognur to get to them.

    ReplyDelete
    Replies
    1. I'll second Rob's comment about using ranged weapons. I didn't initially, but went straight into melee ever time and went down fairly fast. Eventually I started using the crossbow for the first round or two until the bad guys closed and then I engaged in melee. This helped a lot, since they were whittled down a bit more before I went at them hand to hand. Switching weapons without burning an action helps make that work even better.

      Delete
  2. This is one of the systems that I'd like to play. Having tons of OSR fun with Erik, Peter, Tim, and Joe - but DnD5 needs to be on my 'have played this' list.

    ReplyDelete
  3. but I found him lacking [...] punch compared to his peers

    On this one I totally agree with you. I find the fighter, ironically, seems to do least damage of all the classes we have used, so far. Weapon damage + ability mod, and that's it. There may be a tactic to use to boost this, but I haven't found it yet. In older versions of D&D, the fighter did more damage per round than everyone else at early levels (better weapons + better chance to hit + ability mods).

    ReplyDelete
    Replies
    1. Really? 'Cause I felt like my wizard was doing the least damage of all.1d8+ability bonus beats 1d8. Because of the saves and the to-hit rolls I almost never used the attack spells, except when I could follow up Web with Burning Hands. I actually thought it was interesting that doing direct damage with a spell usually seemed like the least effective thing I could do.

      Delete
    2. I stand corrected. Maybe I just had a skewed impression.

      Delete