What's wrong with the fighter


Pathfinder First Edition General Discussion

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Ryan Freire wrote:


Sounds like yet another argument about how PFS is bad rather than the fighter being bad, given that all the rules that improve them are freely available online.

You do realize that those rules were made by people that took time and energy to make, for a living, and that those people would probably like to eat food and not sleep in a ditch right?

You really need to participate in pfs to get to know it: it works much better in practice than it does according to theory. Its really not that different than a home game with a dm. Quit complaining about it at every opportunity.


BigNorseWolf wrote:


Quit complaining about it at every opportunity.

No.

The fighter works better in actual play than theory too, doesn't stop people from complaining about it at every opportunity.

Paizo Employee Design Manager

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Ryan Freire wrote:


Sounds like yet another argument about how PFS is bad rather than the fighter being bad, given that all the rules that improve them are freely available online.

Yeah, that addresses one point while emphasizing the others. There's nothing in the CRB that says "Head to the Paizo messageboards for a free system mastery course in making these options work" or "go to this unaffiliated website to pillage rules". If you pick up a CRB, the Fighter sucks, and it takes some web skill and familiarity with the broader system to figure out how to fix it. You still have to actually know what the appropriate fighter is called before you can start looking it up and using it.

The fact that someone is hosting their own website which holds a repository of knowledge that can potentially make the Fighter better not a positive, it's an admonition of the class. If I want a fixed Rogue or Monk, I go to Pathfinder Unchained. One book, available on Paizo's website, advertised as containing those fixes. If I want to make a decent Fighter, I have to dredge through numerous forum threads until I've found the names of all the Fighter band-aids, then I have to go to an unaffiliated website to track down what those things actually do, and even then most of them are "catch up" fixes that are just getting the Fighter up to where all the other classes started, many of them awkwardly paced and not actually helpful depending on the level I'm playing at. That is not a selling point.

The fact that the Fighter is also Paizo's version of a "pay to win" class in PFS (and really more of a "pay to play" option) is just an additional strike against it.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
Ryan Freire wrote:
BigNorseWolf wrote:


Quit complaining about it at every opportunity.

No.

The fighter works better in actual play than theory too, doesn't stop people from complaining about it at every opportunity.

This suggests that you have no problem being just like those people.


Cerberus Seven wrote:
JAMRenaissance wrote:

Moving from fluff to mechanics, there's a lot of ways to houserule that. I have a whole set of Fighter mods, but the short of it is that there are a lot of subsystems that I think would be helpful to give the Fighter. Seriously - at level one, a Cavalier gets a mount, order, tactician, and the challenge ability. Did I mention he gets an entire horse? You know what the Fighter gets? A bonus Feat. One. They should, maybe, get a bit more.

What counts as that "more" is the line in the sand we're dealing with.

I've often wondered if the cavalier, samurai, and fighter shouldn't all just be one class called the "soldier". Conceptually, it fits; a tough, professional warrior who knows how to fight solo or lead a group and wins the day without using use any type of magical ability. Gestalt them all together and it'd address some of the issues with skill points, saves, and out of combat utility. It'd require some tweaking here and there, but it could work.

I agree with this, although my ideas also swallow swashbuckler, gunslinger and the brawler, too.


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Snowlilly wrote:
Matthew Downie wrote:
] [The Fighter is wrote:
actually terrible at being a generic fill in the blanks class. Pick virtually any character concept, even one as basic and generic as "farmboy picked up a sword" or "a soldier from an army" and the other classes will fill it better (thanks to skills and stuff).

So what classes would you use for those concepts?

(There are good answers, but assuming you don't want ranger spellcasting or rage, a novice player would have to search quite hard to find them.)

Lets use Strider as an example. Sure, people associate Strider with the ranger class because, well, he calls himself a ranger.

Strider has no magic, does not run around with a pet, fights lots of different ways, and tends to avoid heavy armor.

In fact, there is nothing Strider does that a Lore Warden could not manage just as well, or better, than a character with the ranger class. The fighter is up four feats over the ranger at 6th level allowing him decent levels of proficiency with both TWF and archery. 8 skill points/level with a 14 intelligence (Strider was certainly intelligent) and perception and stealth picked up with traits.

With basic mechanics dealt with, everything else is roleplay. Dress and act appropriate to Strider, refer to yourself as a member of the Rangers, play smart. Try not to choke any annoying hobbits halflings.

I think a Slayer would be a better fit than any kind of fighter, actually.

Fighters can't match Rangers or Slayers when it comes to tracking, and tracking is one of Aragorn's best skills.


BigNorseWolf wrote:
Ryan Freire wrote:


Sounds like yet another argument about how PFS is bad rather than the fighter being bad, given that all the rules that improve them are freely available online.

You do realize that those rules were made by people that took time and energy to make, for a living, and that those people would probably like to eat food and not sleep in a ditch right?

You really need to participate in pfs to get to know it: it works much better in practice than it does according to theory. Its really not that different than a home game with a dm. Quit complaining about it at every opportunity.

Sure, PFS does what it's meant to, provide a public environment sanctioned by the parent company to enjoy the product.

But it does not represent the entire player base, and issues drawn up from them need to be treated as such and not as if this one facet of the game is more important than anyone else who runs games, be it the people in their homes or other local game shops who have house rules. I've played in and run such games, and branched out to many groups this way who could play whatever rules we wanted at home.


TriOmegaZero wrote:
Ryan Freire wrote:
BigNorseWolf wrote:


Quit complaining about it at every opportunity.

No.

The fighter works better in actual play than theory too, doesn't stop people from complaining about it at every opportunity.

This suggests that you have no problem being just like those people.

Meh, people keep bringing it up as a reason Fighter doesn't work. Its a system whose house rules seem more intent on holding down some of the weakest classes while really doing very little to rein in the most powerful. When it comes up in discussion of the fighter im going to point out that it does more to hold down some of the weakest classes than it does to rein in the most powerful.


I mean there's literally no reason PFS could not use Stamina (based on a feat, free for fighters, or whatever) or background skills, or any other system from Unchained. URogues and UMonks are allowed and The USummoner is the only legal summoner, so it's not like PFS has a problem with that book existing.

If they did that, fighters would be better in PFS.


Pathfinder Rulebook Subscriber
Cerberus Seven wrote:


I've often wondered if the cavalier, samurai, and fighter shouldn't all just be one class called the "soldier". Conceptually, it fits; a tough, professional warrior who knows how to fight solo or lead a group and wins the day without using use any type of magical ability. Gestalt them all together and it'd address some of the issues with skill points, saves, and out of combat utility. It'd require some tweaking here and there, but it could work.

I really have to agree. Given that the whole (supposed) point of the fighter is being a blank chassis on which you can build whatever you want the idea of having classes like the Gunslinger, Swashbuckler, Cavalier et al. doesn't really seem right.

Of course, the problem is the fighter's core mechanic is feats and feats generally aren't high powered or dynamic enough to accomplish those things very effectively, especially at lower levels.


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Pathfinder Adventure Path, Rulebook Subscriber
necromental wrote:
Cerberus Seven wrote:
JAMRenaissance wrote:

Moving from fluff to mechanics, there's a lot of ways to houserule that. I have a whole set of Fighter mods, but the short of it is that there are a lot of subsystems that I think would be helpful to give the Fighter. Seriously - at level one, a Cavalier gets a mount, order, tactician, and the challenge ability. Did I mention he gets an entire horse? You know what the Fighter gets? A bonus Feat. One. They should, maybe, get a bit more.

What counts as that "more" is the line in the sand we're dealing with.

I've often wondered if the cavalier, samurai, and fighter shouldn't all just be one class called the "soldier". Conceptually, it fits; a tough, professional warrior who knows how to fight solo or lead a group and wins the day without using use any type of magical ability. Gestalt them all together and it'd address some of the issues with skill points, saves, and out of combat utility. It'd require some tweaking here and there, but it could work.
I agree with this, although my ideas also swallow swashbuckler, gunslinger and the brawler, too.

Great minds. Here are my house rule adjustments to the Fighter (and Gunslinger, Swashbuckler, and Samurai). The Monk and Rogue similarly have the Ninja/Slayer and Brawler (respectively) "rolled up" inside of them. I described a lot of my changes in terms of how they address martial-caster disparity, but as I've participated in these threads, I think what I was trying to create with the house rules was what I see of fantasy on TV (LoTR, GoT, Clash of the Titans).

Spoiler:

Fighter
* The Fighter gains d12 HD rather than d10.
* Gains a “Fighter’s Order” reflecting how the fighter’s personality affects her combat style which acts as the Order and Challenge features of the Samurai and one of either Armor Training I or Weapon Training at 1st level, and the Demanding Challenge feature of the Samurai at 12th level.
* Gains Combat Stamina instead of her 4th level bonus feat.
* The Martial Master archetype is “baked in”, giving the Fighter Martial Flexibility starting at 3rd level, replacing Armor Training rather than Weapon Training.
* The fighter has access to the Advanced Weapon Training options from the Weapon Master’s Handbook or the Advanced Armor Training of the Armor Master's Handbook as options for the Weapon Training slots. They must have Armor Training in some type of armor to take an advanced armor option, or Weapon Training in some sort of weapon in order to take an advanced weapon option.
Key Archetypes include:
* Gunslinger
* * Gains all class features at the standard levels
* * Gains full complement of fighter bonus feats.
* * Gains Combat Stamina at 4th level
* * Gains d12 HD
* * Grit is now calculated as ½ of the gunslinger level + the gunslinger’s Wisdom modifier at the start of the day.
Samurai
* * Gains all class features except for mount and banner at the standard levels.
* * Gains full complement of fighter bonus feats.
* * Gains Combat Stamina at 4th level.
* * Gains the Weapon Training of a Fighter at 5th level (though not the 1st level one, as that is replaced by Resolve).
* * Gains d12 HD
Swashbuckler
* * Gains all class features at the standard levels
* * Gains full complement of fighter bonus feats.
* * Gains Combat Stamina at 4th level
* * Gains d12 HD
* * Panache is now calculated as ½ of the swashbuckler level + the swashbuckler’s Charisma modifier at the start of the day.

The Fighter’s modifications meant to address martial-caster discrepancy by increasing the hit die of the fighter and providing the fighter with specific advantages unique to her via combat stamina and the Fighter’s Order. Challenge is thematically appropriate for a fighter. While orders are not actual groups, the abilities of the order will allow for the type of choices allowed in, say, a bloodline or a mystery. The first level Armor/Weapon training further elaborates on the Fighter's general style (though nothing stops them from taking the opposite training at 5th). In addition, the Fighter’s Order brings the 1st level abilities of a Fighter in line with those of a Cavalier or Samurai. Finally, “baking in” the Martial Master archetype gives the fighter a tremendous number of options to deal with specific combat situations, particularly factoring in the idea of applying Combat Stamina bonuses to the Martial Master feats.

In the cases of grit and panache, additional resources allow the PCs to reach superhuman levels more often, which is key to keeping up with magical brethren.


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Ssalarn wrote:
drumlord wrote:
There's a long running argument about whether Strider has magic. I tend to think he does (similar to lay on hands), but many say he simply knows lost lore and proper use of herbs for field medicine that was lost to modern men.
Much of the information on Aragorn/Strider implies that he is simply superior to the standard strain of humanity running around Middle Earth; while "magic" is debatable, there are definite indications that his abilities go quite beyond what someone who isn't Aragorn could do with the same knowledge. "Hands of a king" and all that. So basically, "magic by any other name" is still magic, and Aragorn has at least a splash.

Especially since Tolkein was usually not very explicit about the difference between knowledge and magic. For example, a lot of the magical equipment the Fellowship had wasn't magical in the sense of "A Wizard made it" so much as it having incredible powers because the smith who forged their swords of the elf who made their cloaks was just that good at what they did.

Ssalarn wrote:

There's nothing in the CRB that says "Head to the Paizo messageboards for a free system mastery course in making these options work" or "go to this unaffiliated website to pillage rules". If you pick up a CRB, the Fighter sucks, and it takes some web skill and familiarity with the broader system to figure out how to fix it. You still have to actually know what the appropriate fighter is called before you can start looking it up and using it.

The fact that someone is hosting their own website which holds a repository of knowledge that can potentially make the Fighter better not a positive, it's an admonition of the class. If I want a fixed Rogue or Monk, I go to Pathfinder Unchained. One book, available on Paizo's website, advertised as containing those fixes. If I want to make a decent Fighter, I have to dredge through numerous forum threads until I've found the names of all the Fighter band-aids, then I have to go to an unaffiliated website to track down what those things actually do, and even then most of them are "catch up" fixes that are just getting the Fighter up to where all the other classes started, many of them awkwardly paced and not actually helpful depending on the level I'm playing at. That is not a selling point.

I'd also mention that because of the piecemeal way the fighter has been worked on over the years, a lot of the fixes it has gotten have wound up causing problems with previous fixes.

People still bring up Lore Warden as a fix for the Fighter's low skill points—but now the Lore Warden loses out on Advanced Armor Training and takes a penalty to bravery. Or the Two Handed Fighter being the king of DPR ... but again he misses out on Advanced Armor Training, and that archetype doesn't get Bravery at all. Pretty much every good Fighter Archetype that addressed some of the issues with the class lost out on a big chunk of the fixes aimed at boosting up the default class features


Ssalarn wrote:
drumlord wrote:
There's a long running argument about whether Strider has magic. I tend to think he does (similar to lay on hands), but many say he simply knows lost lore and proper use of herbs for field medicine that was lost to modern men.
Much of the information on Aragorn/Strider implies that he is simply superior to the standard strain of humanity running around Middle Earth; while "magic" is debatable, there are definite indications that his abilities go quite beyond what someone who isn't Aragorn could do with the same knowledge. "Hands of a king" and all that. So basically, "magic by any other name" is still magic, and Aragorn has at least a splash.

Aragorn has inherent magic, just the use he got out of Athelas, that Sam calls 'a weed' when he's generally fairly well versed on plants is a bit of Royal magic


Klorox wrote:
Ssalarn wrote:
drumlord wrote:
There's a long running argument about whether Strider has magic. I tend to think he does (similar to lay on hands), but many say he simply knows lost lore and proper use of herbs for field medicine that was lost to modern men.
Much of the information on Aragorn/Strider implies that he is simply superior to the standard strain of humanity running around Middle Earth; while "magic" is debatable, there are definite indications that his abilities go quite beyond what someone who isn't Aragorn could do with the same knowledge. "Hands of a king" and all that. So basically, "magic by any other name" is still magic, and Aragorn has at least a splash.
Aragorn has inherent magic, just the use he got out of Athelas, that Sam calls 'a weed' when he's generally fairly well versed on plants is a bit of Royal magic

It could be also read as: Since Aragorn lived that long, he's the only ranger to reach spellcasting levels (and it fits in parts of prophecies about his greatness). And athelas is just a material component for a spell (delay poison or something).


it was not a mere cure wounds, it was at least a delay poison spell, and I'm not sure rangers get that... I wonder if he doesn't have cleric or druid levels, or maybe a ranger archetype with enhanced spellcasting...


I said delay poison, which is 1st lvl spell for rangers...

Paizo Employee Design Manager

necromental wrote:
I said delay poison, which is 1st lvl spell for rangers...

And is consistent with the fact that he only bought time, didn't actually solve the problem.


Ryan Freire wrote:
BigNorseWolf wrote:


Quit complaining about it at every opportunity.

No.

then at least make informed critiques, because right now all you do is spread disinformation. Case in point...

Quote:
The fighter works better in actual play than theory too

No. The theory around the fighter and the benefit of a full base attack bonus include making full attacks, something it does on a spread sheet with far less efficiency than in actual play.

Quote:


doesn't stop people from complaining about it at every opportunity.

Most dm's also ban some alternate rules, systems, and feats. If you try to fix the fighter with a third party product you'll likely get a similar banhammer from a home game DM.


Snowlilly wrote:
kyrt-ryder wrote:
drumlord wrote:
kyrt-ryder wrote:
The only way to have a completely non-magical, simple martial class actually achieve level 17 is if they basically become Saitama from One Punch Man
I've had several break 17. They did fine and were crushing things all the way til the end.
With all due respect, the GM and/or group was coddling the fighter. Either enemies weren't being played to their potential, or the GM deliberately structured encounters [and possibly gear distribution] to favor the fighter.

Or they are creative players that understand how the rules work.

It's really not that hard to succeed at high levels, even as a fighter. . .

I don't call being a resource sink and being carried by the contributing characters 'succeeding.'

It's only a team hame if everyone pulls their own weight


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David knott 242 wrote:

For anyone familiar with pre-3.0 D&D, the problem with the fighter is that it is no longer the easy, basic class that it was in earlier D&D baselines. Starting with D&D 3.0, the player of a Fighter needs to be knowledgeable about available feats, which is a non-trivial task for a novice to the game. The archetypes, advanced armor trainings, and advanced weapon trainings introduced in Pathfinder make the task of building a fighter character even harder.

Totally true. I like the basic idea behind feats, but most of them end up being useless shovelware, and even the good ones a Fighter would like to have end up with entirely too many prerequisites... so that Fighters can't get them too easily.


kyrt-ryder wrote:

I don't call being a resource sink and being carried by the contributing characters 'succeeding.'

It's only a team hame if everyone pulls their own weight

Contributing less =/= being carried. I could make a party of all fighters and get through any AP. It may be more difficult, but that doesn't mean it would be unsuccessful.


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Pathfinder Adventure Path, Rulebook Subscriber
Arbane the Terrible wrote:
David knott 242 wrote:

For anyone familiar with pre-3.0 D&D, the problem with the fighter is that it is no longer the easy, basic class that it was in earlier D&D baselines. Starting with D&D 3.0, the player of a Fighter needs to be knowledgeable about available feats, which is a non-trivial task for a novice to the game. The archetypes, advanced armor trainings, and advanced weapon trainings introduced in Pathfinder make the task of building a fighter character even harder.

Totally true. I like the basic idea behind feats, but most of them end up being useless shovelware, and even the good ones a Fighter would like to have end up with entirely too many prerequisites... so that Fighters can't get them too easily.

I agree. I think the idea was that the bonus feats would be all of the class features a fighter would need, except that most feats aren't as powerful as a class feature.


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Over on the GitP forums, someone proposed a simple test: A Fighter wants to kill a flying, plane-shifting dragon. How can they get to the dragon, fight it, and win, without a lot of sentences that start with "ask a spellcaster to..."?

Captain Battletoad wrote:


Contributing less =/= being carried. I could make a party of all fighters and get through any AP. It may be more difficult, but that doesn't mean it would be unsuccessful.

Okay, this I GOTTA see. Which AP, and who's going to GM it?


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I don't know about most APs but mid-latw RotRL would eat an all martial party alive if played to the fullest by the GM.

Gunslingers would fare better than Fighters, but certain enemies [with propper spell selection] would eat them for lunch.


JAMRenaissance wrote:


I agree. I think the idea was that the bonus feats would be all of the class features a fighter would need, except that most feats aren't as powerful as a class feature.

Sad but true. I'm playing a Battle Oracle currently, and several Revelations are essentially 'three Feats for the price of one' or similar.

(And that's not even considering the best class feature in the game: spells.)

I remember reading somewhere that when D&D 3 was being developed, at one point Feats were going to be for Fighters only. I wonder if they'd be any better if WotC had stuck with that?


Arbane the Terrible wrote:

Over on the GitP forums, someone proposed a simple test: A Fighter wants to kill a flying, plane-shifting dragon. How can they get to the dragon, fight it, and win, without a lot of sentences that start with "ask a spellcaster to..."?

Captain Battletoad wrote:


Contributing less =/= being carried. I could make a party of all fighters and get through any AP. It may be more difficult, but that doesn't mean it would be unsuccessful.

Okay, this I GOTTA see. Which AP, and who's going to GM it?

That's not really a simple test, it's a test specifically constructed to try and beat a fighter. I never said fighters are amazing or able to do everything XYZ other class could do, I was just arguing that they aren't "being carried" in a general sense. Also it can be any AP. Like I said, it would be harder for sure, but absolutely possible.


Pathfinder Rulebook Subscriber

Yeah I mean, fighters aren't a great class but it's not like they can't do amazing DPR and building characters that can overcome CR appropriate challenges isn't all that difficult in Pathfinder either.


Squiggit wrote:
Yeah I mean, fighters aren't a great class but it's not like they can't do amazing DPR and building characters that can overcome CR appropriate challenges isn't all that difficult in Pathfinder either.

Beating the hitpoints out of enemies they can reach is something Fighters are indeed good at. Dealing with enemies who fly around while spamming Save-Or-Cry effects might present a problem. And pity them if they need to use skills for anything...


Without warrior spirit, there is no way a fighter is out DPRing any number of other classes. Add on the fact that few fighter archetypes have pounce and many of them lose attacks "pouncing".

The fighter has 2 skills per level, bad saves, and no movement boosters.

If I was redesigning fighter, I would give them all good saves (+2F,+2R,+2W), 4 skills per level, weapon training at level 1, and replace bravery with something else.


Arbane the Terrible wrote:
Squiggit wrote:
Yeah I mean, fighters aren't a great class but it's not like they can't do amazing DPR and building characters that can overcome CR appropriate challenges isn't all that difficult in Pathfinder either.
Beating the hitpoints out of enemies they can reach is something Fighters are indeed good at. Dealing with enemies who fly around while spamming Save-Or-Cry effects might present a problem. And pity them if they need to use skills for anything...

A fighter with Item Mastery: Flight Mastery should do the trick. Thry can even switch into it with Barroom Brawler and Warrior Spirit to get some Training (AWT: Item Mastery) special qualities for even more options.


kyrt-ryder wrote:
Snowlilly wrote:
kyrt-ryder wrote:
drumlord wrote:
kyrt-ryder wrote:
The only way to have a completely non-magical, simple martial class actually achieve level 17 is if they basically become Saitama from One Punch Man
I've had several break 17. They did fine and were crushing things all the way til the end.
With all due respect, the GM and/or group was coddling the fighter. Either enemies weren't being played to their potential, or the GM deliberately structured encounters [and possibly gear distribution] to favor the fighter.

Or they are creative players that understand how the rules work.

It's really not that hard to succeed at high levels, even as a fighter. . .

I don't call being a resource sink and being carried by the contributing characters 'succeeding.'

It's only a team hame if everyone pulls their own weight

If you cannot pull your own weight as a fighter, even at high level, you are doing it wrong.

Garbage-Tier Waifu wrote:
Arbane the Terrible wrote:
Squiggit wrote:
Yeah I mean, fighters aren't a great class but it's not like they can't do amazing DPR and building characters that can overcome CR appropriate challenges isn't all that difficult in Pathfinder either.
Beating the hitpoints out of enemies they can reach is something Fighters are indeed good at. Dealing with enemies who fly around while spamming Save-Or-Cry effects might present a problem. And pity them if they need to use skills for anything...
A fighter with Item Mastery: Flight Mastery should do the trick. Thry can even switch into it with Barroom Brawler and Warrior Spirit to get some Training (AWT: Item Mastery) special qualities for even more options.

Item mastery feats, winged boots, actual wings.

All are options at higher levels.


Snowlilly wrote:
kyrt-ryder wrote:
Snowlilly wrote:
kyrt-ryder wrote:
drumlord wrote:
kyrt-ryder wrote:
The only way to have a completely non-magical, simple martial class actually achieve level 17 is if they basically become Saitama from One Punch Man
I've had several break 17. They did fine and were crushing things all the way til the end.
With all due respect, the GM and/or group was coddling the fighter. Either enemies weren't being played to their potential, or the GM deliberately structured encounters [and possibly gear distribution] to favor the fighter.

Or they are creative players that understand how the rules work.

It's really not that hard to succeed at high levels, even as a fighter. . .

I don't call being a resource sink and being carried by the contributing characters 'succeeding.'

It's only a team hame if everyone pulls their own weight

If you cannot pull your own weight as a fighter, even at high level, you are doing it wrong.

Resource sink


Ventnor wrote:
Snowlilly wrote:
Matthew Downie wrote:
] [The Fighter is wrote:
actually terrible at being a generic fill in the blanks class. Pick virtually any character concept, even one as basic and generic as "farmboy picked up a sword" or "a soldier from an army" and the other classes will fill it better (thanks to skills and stuff).

So what classes would you use for those concepts?

(There are good answers, but assuming you don't want ranger spellcasting or rage, a novice player would have to search quite hard to find them.)

Lets use Strider as an example. Sure, people associate Strider with the ranger class because, well, he calls himself a ranger.

Strider has no magic, does not run around with a pet, fights lots of different ways, and tends to avoid heavy armor.

In fact, there is nothing Strider does that a Lore Warden could not manage just as well, or better, than a character with the ranger class. The fighter is up four feats over the ranger at 6th level allowing him decent levels of proficiency with both TWF and archery. 8 skill points/level with a 14 intelligence (Strider was certainly intelligent) and perception and stealth picked up with traits.

With basic mechanics dealt with, everything else is roleplay. Dress and act appropriate to Strider, refer to yourself as a member of the Rangers, play smart. Try not to choke any annoying hobbits halflings.

I think a Slayer would be a better fit than any kind of fighter, actually.

Fighters can't match Rangers or Slayers when it comes to tracking, and tracking is one of Aragorn's best skills.

At the level range I was discussing (6th is usually agreed on as appropriate for LotR), a ranger or slayer has a +3 bonus over a fighter.

There are many different ways to interpret Strider in Pathfinder. No one way is necessarily better or worse than any other, interpretation tends to be a personal matter as much is based on personal opinion.

That being said, as a 6th level fighter

Strider:

Strider
Male human (Taldan) fighter (lore warden) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
CG Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 58 (6d10+18)
Fort +7, Ref +4, Will +2 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +11/+6 (1d8+8/19-20) or
. . +1 longsword +11 (1d8+8/19-20)
Ranged mwk composite longbow +9/+4 (1d8+4/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 14, Wis 10, Cha 10
Base Atk +6; CMB +12; CMD 25
Feats Advanced Weapon Training, Combat Expertise, Dodge, Double Slice, Fast Learner[ARG], Power Attack, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits highlander (hills or mountains), seeker
Skills Acrobatics +3, Climb +7, Handle Animal +4, Heal +8, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (geography) +8, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +11, Knowledge (religion) +6, Perception +10, Ride +4, Spellcraft +6, Stealth +10 (+12 in hilly or rocky areas), Survival +9, Swim +6; Racial Modifiers highlander (hills or mountains)
Languages Common, Dwarven, Elven
Combat Gear healer's kit; Other Gear +1 elven chain, +1 longsword, +1 longsword, arrows (20), mwk composite longbow (+4 Str), belt of giant strength +2, 369 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Effortless Dual-Wielding (Weapon Training [Blades, Heavy] +1) (Ex) Treat selected weapon group as light for determining dual-wielding penalties.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Opinions:

I skipped Armed Braver and went with TWFing while using Longswords (the weapon of choice for most in middle earth.) While Strider carries and uses a bow, he tends no to fire into melee.

Light weight armor. Strider is not wearing heavy armor during his travels with Frodo. Elven armor seemed most appropriate, also with an investment in dodge to reflect Strider side stepping attacks. Combined with a decent dexterity score, the run of the mill orcs are going to have to try a little harder to seriously injure our hero. Trying this trick with Nazgul is not recommended.

Strider is a knowledgeable person, well versed in many topics. Nature, geography, medicine, the doings of men, he can even identify the barrow wraiths. Stealth, perception and survival are also primary skills, very important for a Ranger of the North. Lore warden matches well with this, and the light armor. We'll not be missing heavy armor for now. Maybe well pick up proficiency later, if needed while leading an army.

Magic items are scarce, for now. Probably spent too much on the armor and weapons instead of a cloak of resistance, but that really has nothing to do with class chosen. The exact same gear would work with an equivalent slayer or ranger.

I probably should have sprung for Iron Will. Fighters certainly have an easier time picking it up than rangers or slayers, but so many other toys. Maybe if Strider makes it to 7th level.


kyrt-ryder wrote:
Resource sink

But...where else do those resources go? Who is providing these resources? Spellcasters? Well, then what exactly wpuld be a better investment? If I wasn't wrong, the problem for martials was never doing their job in a vacuum, it was enabling it due to various obstacles they cannot overcome. Spellcasters break down those obstacles. But they really can't replace a fighter. Because they break down in a vacuum. And the only chance they could reppace fighters before epic levels is with extreme cheese.

And at that point I think your argument might as well be that nobody should anything but wizards just powergaming from 1-20 and be done with it.


Garbage-Tier Waifu wrote:
kyrt-ryder wrote:
Resource sink
the problem for martials was never doing their job in a vacuum, it was enabling it due to various obstacles they cannot overcome. Spellcasters break down those obstacles. But they really can't replace a fighter. Because they break down in a vacuum. And the only chance they could reppace fighters before epic levels is with extreme cheese.

First time I've heard of a druid being extreme cheese. And really, by a certain level engaging in meelee within the system really isn't the best approach anymore.

Much like how modern warfare has virtually eliminated dogfights.

Quote:
And at that point I think your argument might as well be that nobody should anything but wizards just powergaming from 1-20 and be done with it.

Everyone should be playing the same game as wizard 1-20 [it's a reasonable assumption that the first 4 levels are the same game, but 3rd level spells are game changers] in their own way.


Pathfinder Rulebook Subscriber
Arbane the Terrible wrote:
Squiggit wrote:
Yeah I mean, fighters aren't a great class but it's not like they can't do amazing DPR and building characters that can overcome CR appropriate challenges isn't all that difficult in Pathfinder either.
Beating the hitpoints out of enemies they can reach is something Fighters are indeed good at. Dealing with enemies who fly around while spamming Save-Or-Cry effects might present a problem. And pity them if they need to use skills for anything...

It's not particularly difficult to gain some method of flight.

And I mean, archery is often considered the best combat style in the game, which gives you a pretty darn long 'reach'.

I'm not even disagreeing with the core premise that fighters are a fairly underwhelming class. It's just that most of those issues are relative more than anything else and clearing CR appropriate encounters in PF isn't very hard.


BigNorseWolf wrote:


Most dm's also ban some alternate rules, systems, and feats. If you try to fix the fighter with a third party product you'll likely get a similar banhammer from a home game DM.

What i'm saying IS informed, the fighter, using the options available, put forth by paizo, is of high martial/low 3/4 caster value to a party. Contributes more than "OH MY GOD COMPLETELY USELESS", AND you don't even need to max the potential DPR to one round many CR appropriate monsters up til 9, which i have been assured is absolutely almost the end of anyone's adventuring career. (though why people constantly bring up wizards doing 9th level spell shit if all these campaigns are done by 6th or 7th escapes me).

Could we stop comparing paizo issued products to 3rd party as well? Its a bit disingenuous. But as ive said, gms are more than in their rights to ban or allow or not allow what they want, but they then have to assume the responsibility of balance of classes.

Silver Crusade

kyrt-ryder wrote:

I don't know about most APs but mid-latw RotRL would eat an all martial party alive if played to the fullest by the GM.

Gunslingers would fare better than Fighters, but certain enemies [with propper spell selection] would eat them for lunch.

Yeah, I just took a look at

RotRL spoilers:
Karzoug's stat block to refresh my memory, by the book he comes with two time stops and two wishes prepared and a greater rod of quicken metamagic. That alone would make him essentially untouchable to a party of fighters. To say nothing for the Rune Giant and the blue dragon on his side. Granted, they can try breaking the soul lens or breaking the enchantment on the storm giants (oh, yeah, there are storm giants too) fighting alongside the baddies, but that's tough even for martial characters even with high UMD. And that's to say nothing of all the other stuff they have to contend with on the way there.

Or look at Reign of Winter

Spoilers for Reign of Winter:
when you first encounter Rohkar Cindren. You'll probably be about 2nd level. Rohkar can channel negative energy 5/day for 2d6. Assuming a party of fighters all with Con 16, and spending their FCB on HP, you're looking at an average of 23 HP a piece, which means that he alone could potentially TPK the party in 2 rounds, though more likely it would take 3 or 4, though given the layout of the lodge where the battle happens and the fact he has invisibility prepared and a scroll of animate dead to give himself backup, it's not hard for him the get essentially 2 free rounds. This also doesn't take into account that the party has no healers and have been worn down by a trek through the cold fighting brigands.

A party of just fighters would have a rough time. Particularly at higher levels, but even at low level as evidenced by the RoW thing I mentioned. And good luck if the party encounters even a single shadow before they get their hands on a magic weapon. Not a serious issue if you've got a cleric or wizard, but a likely TPK in a party of all fighters.


Speaking as a GM, I hate the extra woek PF puts me through when someone plays a non-full-caster in a high lecel scenario or a non-caster in a mid-level scenario.

Life as a GM is so much better when everyone is playing the same game.


Isonaroc wrote:


Or look at Reign of Winter ** spoiler omitted **

Spoiler:
While a 2nd level fighter may only have 22 to 24 hit points, a wizard is only going to have ~16 hit points.

The fighter has the possibility of being two-rounded. A wizard has the possibility of being one rounded by the same action. The fighter generally should last 3-4 rounds, the wizard will only last 2-3 rounds on average.

Prior to invisibility breaking, a fighter can attack with a 50% miss chance. Wizards cannot generally target invisible opponents.


Snowlilly wrote:
Isonaroc wrote:


Or look at Reign of Winter ** spoiler omitted **
** spoiler omitted **

Wait what? No. Wizards can target them way easier than the Fighter can without the miss chance.


MadScientistWorking wrote:
Snowlilly wrote:
Isonaroc wrote:


Or look at Reign of Winter ** spoiler omitted **
** spoiler omitted **
Wait what? No. Wizards can target them way easier than the Fighter can without the miss chance.

Spells with "Target" cannot be used against opponents with total concealment. This includes invisible opponents.

Magic wrote:
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.


I think MadScientistWorking doesn't literally mean targeting an invisible creature. Anything that lets the wizard affect the invisible creature will do. Something like Glitterdust or See invisibility would work, and Glitterdust is a staple spell while See Invisibility is a prime scroll candidate.

Of course, this is level 2, so those aren't exactly options yet.

Not that this really matters. It is invisibility, not improved invisibility. The fighters and the wizard have roughly zero chance of finding the invisible creature before they open up on the party, and afterwards they are visible again so it doesn't matter if the fighters can attack with 50% concealment (mind you, total concealment does jack vs Color Spray).

Silver Crusade

Snowblind wrote:

I think MadScientistWorking doesn't literally mean targeting an invisible creature. Anything that lets the wizard affect the invisible creature will do. Something like Glitterdust or See invisibility would work, and Glitterdust is a staple spell while See Invisibility is a prime scroll candidate.

Of course, this is level 2, so those aren't exactly options yet.

Not that this really matters. It is invisibility, not improved invisibility. The fighters and the wizard have roughly zero chance of finding the invisible creature before they open up on the party, and afterwards they are visible again so it doesn't matter if the fighters can attack with 50% concealment (mind you, total concealment does jack vs Color Spray).

Plus, so long as the wizard has line of sight

Spoiler:
(say, after dude breaks invisibility from the second floor where the fighters have no hope of getting to him before he gets another turn
she can do all sorts of nasty things like put them to sleep or hypnotize them. Or, if you have a cleric he can channel positively to offset the damage. Or either could summon a bloody human skeleton to cause trouble.

Snowblind wrote:

I think MadScientistWorking doesn't literally mean targeting an invisible creature. Anything that lets the wizard affect the invisible creature will do. Something like Glitterdust or See invisibility would work, and Glitterdust is a staple spell while See Invisibility is a prime scroll candidate.

Of course, this is level 2, so those aren't exactly options yet.

Not that this really matters. It is invisibility, not improved invisibility. The fighters and the wizard have roughly zero chance of finding the invisible creature before they open up on the party, and afterwards they are visible again so it doesn't matter if the fighters can attack with 50% concealment (mind you, total concealment does jack vs Color Spray).

Nope. Ironically both martials and spellcasters have access to an ability that will negate the premise of invisibility. Admittedly I'm not entirely sure how order of operations work when you ready an action against an invisible creature but still you can get the jump on them.


Snowblind wrote:

I think MadScientistWorking doesn't literally mean targeting an invisible creature. Anything that lets the wizard affect the invisible creature will do. Something like Glitterdust or See invisibility would work, and Glitterdust is a staple spell while See Invisibility is a prime scroll candidate.

Of course, this is level 2, so those aren't exactly options yet.

Not that this really matters. It is invisibility, not improved invisibility. The fighters and the wizard have roughly zero chance of finding the invisible creature before they open up on the party, and afterwards they are visible again so it doesn't matter if the fighters can attack with 50% concealment (mind you, total concealment does jack vs Color Spray).

The scenario cited was for second level characters. Glitterdust and See Invisibility were not options.

Both the fighter and the wizard are in a difficult spot, as the opponent will most likely break invisibility with an AoE, dealing roughly 1/3 of the fighter's hp and 1/2 the wizard's hp.


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MadScientistWorking wrote:
Snowblind wrote:

I think MadScientistWorking doesn't literally mean targeting an invisible creature. Anything that lets the wizard affect the invisible creature will do. Something like Glitterdust or See invisibility would work, and Glitterdust is a staple spell while See Invisibility is a prime scroll candidate.

Of course, this is level 2, so those aren't exactly options yet.

Not that this really matters. It is invisibility, not improved invisibility. The fighters and the wizard have roughly zero chance of finding the invisible creature before they open up on the party, and afterwards they are visible again so it doesn't matter if the fighters can attack with 50% concealment (mind you, total concealment does jack vs Color Spray).

Nope. Ironically both martials and spellcasters have access to an ability that will negate the premise of invisibility. Admittedly I'm not entirely sure how order of operations work when you ready an action against an invisible creature but still you can get the jump on them.

Invisibility does not break until the action breaking the invisibility occurs.

A readied action vs. an attack (or spell) would occur prior to the attack being made. A caster would still be invisible at the time the readied action resolved.

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