Legends & Lore: Fighter Maneuvers

I uh, I am not entirely sure if this is an April Fool’s joke, and not just because it actually mentions something approaching a mechanic. I want to say that it is nice how Mike credits 4th Edition as the first edition to give the fighter a truly unique mechanic, but that is not entirely […]

Legends & Lore: Managing Magic & Complexity

Magic is one aspect of Dungeons & Dragons I have never fully enjoyed, so when I hear Mearls make references to “fighting with tools designed for previous wars”, and that they are kind of, but not really changing magic, I just apathetically sigh. The added flexibility is all well and good, but I feel like they […]

Legends & Lore: Combat Superiority

3rd Edition gave us fighters that purported to have lots of flexibility, but ultimately failed at doing what they were supposed to be doing; you had no way of effectively stopping monsters from attacking the more dangerous characters, rangers could do the two-weapon schtick better (and easier), and numerous spellcasting classes could just buff themselves […]

Dragon’s-Eye View: Wandering Monsters

This week we get a reveal that there will be a new weekly article coming out next week, where James Wyatt will talk about the “story behind the world”. Hopefully this means that we will get some semblance of a default campaign setting, though I am stoked about getting a peak into general flavor content. Jon also wraps […]

Legend & Lore: Fighter Design Goals

In case anyone is still not in the know, Monte Cook is out of the game, and the open playtest starts on May 24th. Though Mearls states that they will “roll out the fighter, cleric, wizard, and rogue, along with the human, elf, dwarf, and halfling”, we are getting pregens instead of the rules necessary […]

Fighting The Good Fight

Fighters are a tricky business. I remember in older editions (ie, 2nd and 3rd Edition) it was the go-to class for the new guy, a kind of simplistic training-wheels archetype that let you get your game on and pick up the rules as you go. 4th Edition gave it a major overhaul, finally putting its […]

Class Compendium: Heroes of Sword and Spell Preview

November’s Ampersand opens up by reminding you to buy Beholder’s Collector Set before telling you what we already knew about the Character Builder going web-only, which is fine in case you’re the type of person that only goes to the D&D homepage to learn about the going-ons. The part that gets good is the Heroes of Sword […]

Essentials Fighter Preview, Part 2

Shazbot got around to it before I did, but I still want to offer up my thoughts. The first thing I notice is that despite it being categorized under the fighter heading, its actually a martial striker, the striker mechanic being that they get to add Dex to every damage roll they make. This is very good […]

Essential Fighter Preview

Well technically, its a knight. Shazbot mentioned that the podcast mentioned that the fighter knight wouldn’t get at-will exploits, but instead have abilities that would modify melee basic attacks, and from the looks of things thats true. The knight is proficient in every sort of armor out there (as opposed to having to burn a […]

Class Acts: Fighters

Shield fighters just got a looot more interesting. For starters, they get 13 new exploits that all demand the use of a shield. Each attack is basically a shield slam in various flavors, often invoking some form of forced movement, but there is a healthy variety of interrupt and reaction attacks that evoke a fluid […]