The non-spell dilemma
Even with the adjustments made in Pathfinder there is a discrepancy between weapon types. Two-handed weapons are simply the most effective way to deal damage because one-handed weapons, ranged weapons and shields dont have acceptable stats / effectiveness.
The solution for the fighter doesnt sound that good, simply because it makes this class too good compared to the other fighting classes. For suggestions to solve this see below.
Why? Well the short answer is that two-handed weapons simply do the most damage per hit – something that will never change – and this is important with damage reduction. One of the little bits of extra loving for two-handed weapons is the fact that the multiplier for Power Attack is 2, so it is more effective than a Strength bonus there and this might make these kinds of weapons simply more effective than they should be.
The question is: Can the other options be made viable too? IMO the answer is yes, but there might be the need for some more or less drastic changes.
1. ranged weapons (mainly looking at bows / crossbows here and not thrown weapons)
Ranged weapons have several disadvantages compared with melee and those more or less make them pretty bad.
- The “strategic problem”: most encounters take place in areas where ranged weapons are pretty useless: dungeons, inside buildings or even after a round or two of initial exchange of shots outside.
- Apart from specially designed bows there is no effect of your stats upon the damage they deal, so even if you are a level 20 fighter with awesome stats your damage will still be 1d6 to 1d10 unless you have spent feats to improve that.
- Compared to melee weapons the base damage of these weapons is pitiful and does not really compare to the “real world danger level”.
To solve this dilemma there are several possibilities:
- Allow stat boni to have an effect on the damage similar to melee weapons. The appropriate stat would be Dexterity because it increases precision of a shot.
- Increase the base damage of the weapons. This is a “must do” IMO to keep the danger in a volley of shots as it should be. It poses the problem of survivability for low level characters, but see below in “further changes” for a possible solution.
- Even if the damage is increased there could be a way of making it “open-ended” to allow for lucky shots. Example: change damage for a basic arrow from 1d6 to 2d4 AND reroll and add another d4 every time you roll “4” on a damage die. This sounds nice at first glance, BUT might get the following problem: If you have a “bigger arrow” and give that one 2d6 for damage it will get fewer results of 6 compared to the smaller one, so you might have to use “5 or 6” to add another die.
All of these suggestions might make ranged weapons too dangerous for low levels, so other considerations might be necessary.
2. shields
Fighting with a one-handed weapon and a shield isnt really a viable option for most fighters, simply because shields offer far too few benefits in combat. This can be corrected somewhat easily IMO. Simply add damage reduction (maybe 2/- per armor) to the shield to increase its usefulness. This doesnt imbalance it because you still cant use it in all directions, but it helps against a low level horde. Magical shields should NOT get such a bonus because the reasoning behind the damage reduction is that youre actively deflecting part of the force of the incoming blows. Shield specialization feats could add to this part of the item and increase their effectiveness.
3. further suggestions
It is low level mathematics you need to come to the conclusion that with smaller numbers every change of “1” has a big effect, thus it might be necessary to be able to finetune the damage vs. hit points ratios to increase these numbers from traditional values. Adding damage reduction is especially painful, because it makes relatively big steps. Thus the following might be a good start:
- Double all hit points of creatures – except those gained from spells and spell effects,
- double ranged weapon damage,
- increase melee weapon damage by approximately one die,
- increase Weapon Specialization damage to (a) twice the value OR (b) half the max. value of the basic weapon (new longsword damage would be d10, so the bonus would be +5),
- keep damage done by spells and by “general damage skills & feats” (Ranger favoured enemy for example) at the same level.
The reasoning behind this? IMO it solves several problems:
- Ranged weapons are a little more dangerous compared to melee WITHOUT killing low level characters too easily,
- weapons can be balanced more easily,
- spells loose their damage effectiveness compared to melee/ranged and mages nuking everything will be a little rarer.
The current suggestion on how to adjust the fighter class doesnt seem to work too well IMO and putting the solution into feats is a better choice IMO. Getting too many boni from too many directions is bad and it also makes the fighter leap ahead too much of the other classes who are supposed to be fighting in melee. With different levels of hit points you can adjust the boni for the fighting classes a lot easier. Some suggestions on the classes:
- Barbarian: I think the rage should be changed into a general bonus with “simple weapons” (axes, clubs, ...), because not every barbarian is a berserker, right? Berserker would become either a PrC or a class option.
- Fighter: The feats Weapon specialization and Weapon focus should get increased effect. Maybe along the lines of “+1 to hit at BAB 1-10, +2 to hit BAB 11-20” for Weapon focus (and similarly increasing effects for BAB 8-15 = +1; 16-28 = +2 for Greater Weapon focus) and a similar treatment for Weapon Specialization (or my suggestion above).
- Paladin: The “spirit in a weapon” idea sounds a bit ridiculous to me because it is simply too flexible. It does things which only truly magic weapons should be able to do and more or less makes paladins stop having wet dreams about that Holy Avenger. The improved Weapon Focus should be enough for them to keep up with fighters.
- Ranger: With the increase in damage for ranged weapons this class might be good as it is.
- Rogue: Sneak attacks should stay at d6, thus they continue to deal a lot of damage, but the methods of getting one in combat might become a bit easier.
So tell me what you think about this ...