Why dont we give the Fighter one of these abilities *catching ones breath- a number of times per day equal to CON bonus +1, a Fighter can take a standard action (which does not provoke) to heal a number of hitpoint equal to twice his level+ his CON score *Fighter Specialization- as long as a Fighter remains single class, he can chose one weapon. He is +1 to hit, +2 to damage, a may make a additional attack as a full round action with a -3 to all attacks. (this is to have a fighter like he was in 2nd ed...he was cool then) at any point a level of another class in taken, this become a regular weapon focus feat. *Morning training- after resting, the Fighter may reassign any one feat at first level after 30 minutes of practice. The Feat stays fixed until he reassigns it (as per gaining it), he gains the ability to do this for two feats at 10th level and three at 20th I say this because i just built a fighter who had around 16 feats and when all was said and done, he was just OK. (when you have to waste a to not draw attacks of opportunity for punching a guy, they go fast) Feats are not the only answer to making the Fighter exciting, their image is to damaged for that to work (P.S. my Fighter build is the first Fighter my group has even though about using. Im not even sure Im excited about it)
anyone who thinks that warblades shoot fireballs, hasnt actually read Bo9S. (that the secondary BAB Swordsage) Ive gone through the Warblades list, from first to 9th level abilities, and found them believable for a "nonmagic" fighter. sure an attack that does straight +100 damage looks broken, but at 18+ level, a full attack may do as much damage. (I just wish it was a little less monotonous, Steely Wind,Mountain Hammer, Refocus, Steely Wind, Mountain Hammer, Refocus, Steely Wind....etc)
wow, why we are at it, how about we create a actual reason to fight with a single non twohanded weapon. I like the idea that there are four major melee fighting styles rather than three *Two handed style
*Single Weapon style
*Two Weapon style
*Shield Style
...yeah yeah yeah not backwards compatible....
Fighter can remain the simple child of the core classes, thats fine. I just need another class called a "Swordsman" to play the actually COOL and dynamic melee class (nope, dont want to be a slavering, raging swordsman, or a holy and devoted swordsman, or a woodland ,two weapon fighting swordsman) but can we rename the Fighter, "Warrior" and put in in the NPC classes? and lets do away with all those CONFUSING feats, new players will have difficulty picking them.... I am an experienced player and I would like to play a more complicated Master of Arms. (shouldnt new players be your clerics anyways?j/king)
totally agree, Humans are well balanced with the other races now. (I would like to see a touch more love for the Gnome) if you prized versatility more, of course the human will look better to you. but as pre created packages, the other classes are slightly more powerful ( and thats goods, the trade off for being fixed)
Kyrinn S. Eis wrote:
put me down for a vote too!
ruemere wrote:
Man, I love to hear that there is more to "Fighters" than just Protectors (as you put them) Protecting party members is a useful skill, but it is not the only concept for the battle trained warriors. In most 3.5 games my Fighters feel like crash test dummies. I get into the wreck,get mangled, so some yuppie punk doesnt bruise his shin in an accident. at least crash test dummies are mindless and dont care that they fill a crummy role. IF your going to deal some damage your going to take some hits, I hope back to the point, I like your archetypes and fully support building the Fighter class to fulfill these concepts
*crazy idea* how about we make the Fighter a more viable foe to be directing attacks at, hence make them better. the concept of "artillery" bugs me about 4E and I dont wish it being modeled after here. Damage output on a one for one basis should go to the Fighter classes not the wizard classes. (Wizard classes can have Mook management, if the wish, and FIXING ANY noncombat event with magical might!) a single foe should fear the cleaving blade of the Fighter just a bit more than the burn of a Wizard. (make more flexible spells, and more useful utility spells, minimized save or die, and outlandish single hit spells, such as combust)
Epervier wrote:
I would have to disagree, archer style fighters are fine enough as is, so throw a freebee bone to the tank fighter. (power attack, improved unarmed strike and combat expertise should be free Fighter abilities that others can take as feats)
This is a must have for the Fighter in my book. The only other heavy armor users have ways around their slow movements,( clerics having movement spells at higher levels and paladins having a mount to move them around) I would say that once the armor check penalty was lowered to the armor check of a lighter type of armor, your movement shifts correspondingly. hence once your breastplates armor check became -2, you would then be moving a 30ft. movement and armor penalty not being worth the slightly higher AC happens to be one of the most lopsided arguments. it is unfortunate that 3.5 relies so heavily on it being a gridded game, but as such mobility is a key to winning, or at least having the chance to get away.
so they was not flying? or mirror imaged? you have to hit for the spell to be released. so I gotta spend 8000 plus gold and have my WIZARD OR CLERIC friend enchant my weapon to hit the guy. when the bad guy just need to wake up in the morning and memorized a suggestion spell to take me totally out of the fight? To much other people buffing me so I have a chance. give me a feat like dispelling strike and let me do it once or twice per day. I have plenty of feats that are next to useless anyways (hey I am actually envious of you, my group knows the ropes to good, and by the book, I dont have much of a chance with my nonspellcaster which I love. F%^&in spellcaster)
heartly disagree with humans being the strongest class in 3.5. (or Pathfinder) * a +1 skill point per level is not the same as +2 to INT, you get much more from the INT (increased INT skill bonuses, access to better feats) * humans are the jack of all trades they take ten on all classes, every race has a class (or a couple) that they do better than humans. halfling rogues are hands down better rogues than human rogues (-2 str, dont need it you have sneak attack for damage. +2 dex, nuff said. +2 cha, better at bluffing for feints, disguises, intimidation, and diplomacy. small size is almost nothing but boon for rogues and arcanist (totally worth the human feat all on its own) +2 to perception(sound), Acrobatics and climb are fantastic for rogues, +1 saving throws is great for any class. +2 save vs fear is the only oddball (but bonuses to save are always good)
now if you have a particular love for the humans versatility, then that is fine. your love of customization does not make it "better" just preferred
holy warrior variant for the cleric seems way to powerful, primary BAB 1d10 on trade for a bonus spell per level and two domain abilities? sounds like a munchkins paradise. It puts the paladin to shame (Its the first Paizo idea that I have ever fully disagreed with) the feat that heals you for 1d4+1 per level if you are below 50% health is way powerful (but I like this one) great for games where no clerics or healers are wanted.
at 9th level or higher? I would love to believe you, its just a bit hard. do your wizards buff??? tell me the magics in which the mechanics flow with how the story should proceed. a unprotected mage SHOULD be a sitting duck. NEVER happens in ANY game I have EVER played. only at low levels and only if you get the drop on them. after six round of spells and buffs you prolly want to wait until the greater invisibility, stoneskin and Fly are up. probably the mage you had to fight only memorized attack spells, that CAN happen (idiotic as it is) better win initiative get a full attack, or pray that he doesnt have anything worse than suggestion left (and better make that save or its game over) lower levels, for sure. but at 9th level or higher, dont rightly know how.
well in a cookie cutter game this works (when 4/5 characters never get separated, always are conscious, and don't betray the party) and if you run the game like a board game or MMORPG unfortunately or fortunately, my group operates story first, mechanics second. in a game where npcs can have the same builds and classes as pcs, a little balance should be encouraged. if your pc party fights a powerful npc party, and the only ones still up at the end of the 6th round happen to be your 9th level Fighter and their 9th level wizard. Your fighter shouldnt have to turn tail and run because he mechanically CANT take on the Wizard. (Lord knows when the fighter is going to be the LAST one to fall, only if hes specialized in ranged combat) I don't want PVP, and my group doesn't in fight. It is just disturbing when a poorly built wizard can one hit kill my well thought out Fighter (Iron Will just doesn't cut it)
perception had been a must have in my group (you do want to act in surprise round right?) Im trying to hedge that out a bit. one solution is to allow for one perception roll to act as the group perception roll (you dont let everyone roll diplomacy, and take the highest do you?) If one person notices the threat, all he has to do is use a FREE ACTION to make his allies aware. IMHO legolas was the only one of the ranks in perception (Strider did have good ranks in survival though) perception should be a niche, much like diplomacy or disable device (or stealth for that matter) this is a party game isnt it? ranger elf stops the party and quietly tells them that "it sounds like orcs ahead" the human fighter rights himself and hustles forward into the now blown ambush
dont try to hide the truth!!! people need to be warned about the inbalance of power. Down with the spellcast'in man!THERE IS A WAR GOING ON FOR YOUR MIND. but seriously, dont read the post if you hate the discussion ( gloss over every elf discussion to the best of my ability) My group (and many others for what I hear) are having problems with the enjoyability of non-spellcasters, no one wants to take the "take 10" class when they could play the "take 20 5 times per day" classes. THAT is a problem that I care about. Theses are problems that CAN be discussed maturely and could be backwards compatible, hence, should be allowed to be brainstormed upon for a beta. I do understand the weariness of these ongoing debates, I feel that too. and I agree that more fixes should be mentioned than just complaints. but I see a substantial sized group that would like to see their need addressed if possible. NOT trying to bring the debate over here, just want to give a little bit of the view from the other side.
JahellTheBard wrote:
Great Point! I am still reeling over the "Core" classes of 4th ed (friggin 3 out of them are elves...and no gnomes grrrrrr) im sick of wood elves, artic elves, jungle elves, keebler elves. I am not just picking on elves, dwarves and halflings have there share of mutations. simply put, if you have a type of elf for every class, then the favored class ability is worthless and so is the human and half elf for the most part since they lose the corner as the "fill any role well" race.
I agree that spellcasters are by nature more powerful, and Im so sick of "its a party game, do your part meatshield" I want there to be a scene in my game where the young master of swords fights the lich king one on one, and have the swordsman have a chance at winning. how many people defending nonspellcaster classes play mostly nonspellcaster classes? well I play them and as well built as they might be, they lack so much in comparison to spellcasters. I feel there will always be those who fight against the nerfing of spellcasters because it hurts their cash-cow. so im going to offer some feats and cheap equipment to equal out the equation. Fighters sense (combat manuever)
Tagged Flyer
Dismissive strike (combat manuever)
close the distance
heres a bit of overpowered feats that nonspellcasters need to make the classes more balanced
Lich-Loved wrote:
...now apply those Items to a cleric of equal level that has tons of buffs to add on top. now add the metamagic feats that increase duration. he could kick as much butt, and cast heal. hence, combat clerics are broken
Moff Rimmer wrote:
Every game is different, my groups wizards travel in the middle of the party while moving, stay far out of combat when it starts. have as good of CON's and DEX's as possible ( my newb friend gnome wizard stats are STR 7 DEX 16 CON 18 INT 20 WIS 9 CHA 13), take Improved Toughness. Unless I am trying to single them out, I can rarely get them within a breathweapon, and they seem to always have enough hitpoints to survive a failed saving throw. and, for some reason, they draw less aggro than other classes (by the time they draw aggro both their sudden maximized Fireball and there sudden quickend Fireball finish the job) I try to disallow alot of spells out of the spell compendium. and Item out of the Magic Item Compendium for their general pandering to the Spellcasters Rogues are first because they try to do stupid things that get them kill by failing a single roll, and because they tumble into the middle of fights, draw aggro, then die. Fighters are second because the parties dont know they are over their head till the Tank is -15, Barbarians do enough damage and have enough hitpoint to barely make it out alive, much to the dismay of the cleric that has to heal that enormous mound of hitpoints.
my playtest group has been using the "trade out the martial weapon prof for a Weapon focus, and in specific cirumstances, Exotic weapon prof" it has not been unbalanced in the least. with skill consolidation, the bonus skill point (while still very nice) is slightly less powerful and I will say that any tweaks to Halfelf needs to be minor, I think they are doing fairly good
simply put, it matters whats getting played. in my games (and many I have seen) Tanks are on the way out. People like them in the party, but most astute gamers steer clear of them because they are less mechanically fun (why play mediocre, when you could have finite cosmic power) the minigame is much better for spell casters. sure you have die hard Fighter fans that love the carnage of melee combat (and newbs that love the IDEA of being the melee guy, I say newbs because anyone who has played the game long enough realizes that the mechanics of the game work nothing like the mechanics of your favorite fantasy story or movie) but in actuality, the cleric can do more melee damage ( and soak more) than any martial class... and have more fun in the process as a better thinking mans game. Now Im saying cleric only because it relates more directly to being a Fighter. Wizards are much more extreme, but extreme is FUN to many. high chances of death and tactically devastating power is great fun for skilled players ( not in my groups games, wizards out live everyone, most to least likely to die Rogues-Fighters-Clerics-Wizards ) skilled players can make any class seem good, its when you have a party of skilled players that the spellcaster really show how better they are. This is how it works in many of my gaming groups, no one want to clean the toilets. (I friggin have to fill the role WAY to much) I am only half as heated because I know many defenders of the "balance" never play non-spellcasters. they dont want people to believe caster are better because that messes with their plans (to all you players that love playing non-spellcasters and are defending their worth, I apologize, these comments are not directed at you, Pathfinder is doing a great job with rage points, Paladin lay on hands and Monk Ki. Give something to the fighter besides feats and make the Ranger abilities more interactive on a round my round level and we have a beautiful thing)
A run skill would be fantastic, it would solve the atrocity that is d20 chase scene (alright, the bad guy double moves and disappears around the corner. your PCs chasing after, okay you double move and appear right behind him, On his turn, with a burst of speed, the enemy runs around a corner. when your turn comes around you see around the corner he went there is two other corners and plenty of hiding places. what? you should have been five feet behind him the whole time and he couldnt possible have hid from you? sorry, the way movement works we all take our turns moving.) with a run skill, a withdraw from combat (or full run drawing attacks of opportunity ) would automatically trigger a contested run check. every five point higher equals five feet more added to your move. If a pursuer closes the distance or passes, they get a free CMB check (that doesnt provoke an attack of opportunity) to grapple the target (difficulty would be 15+ CMB or 10 + escape artist) maybe three successful run checks made by the target lets them shake there tail/tails. I have seen some rules for chases, but never one that was placed in the main book. Run skill or not, i would greatly appreciate an alternative to the jerky chase mechanics that are used by default ....maybe this is just a use of athletics/ acrobatics, does anyone else have a problem with the chase mechanics?
Well, thanks for the input! I see that others have stumbled on to this concept. As for Constitution, I would see no problem with a rule that had you use the lower of your CON or STR/DEX when fatigued or exhausted. It wont come up that often, but still gives some love to CON (keeping it it FORT saves is also a fine idea) Side note: swimming may be a CON based Skill, I really wish there was at least ONE CON skill
Me and my gaming group have been playtesting alpha and now beta in three separate games (The beta has only been in effect for two game sessions) I feel with confidence that i can say that a tweak needs to be done with Acrobatics. In games where just acrobatics was in use (plus climb, swim, fly ) some characters lost alot of there mobility ( fighters cant jump over pits, neither can rangers) and some characters gained abilities that really didnt make much sense ( why is the barbarian as good of a tightrope walker as the cat-burglar rogue?) In the game sessions with this rule in effect I couldnt get my players to agree with the mechanics, they would gripe about the illogic of the physical skills (WTF? Barbarians are barrelrolling under the halflings legs????) and it was brought up that it was strange that acrobatics was three skills but swimmming, flying, and climbing were all individual skills. ( wouldnt flying be an aerial ACROBATICS check?) I then made a house rule to let pathfinder be more backwards compatible. I created the Athletics skill, made it Strength based, and made it climb and jump (not alot of times will something be a poor jumper but excellent climber and visa versa.) Acrobatics was playtested as the Dexterity side of Athletics (the finesse in which you jumped, the precision of your movements) I had it incorporate balance, tumble and fly (if you can fly) I have played with these changes for several months now (straight into beta) and havent seen much in the form of problems with it. (I am well aware that I can just house rule it in my game, I just thought it was a houserule that made alot of sense and wasnt too much of a change)
I have no problem with spellcraft (sick of Constitution being the second most important stat for all spellcasters) I do have a problem with Acrobatics, why can my Barbarian cartwheel across a highwire while my ranger cant jump over a creek and always looses his balance while sitting in trees? The change is SO simple, you have two skills:Acrobatics and Athletics
If you want to combines swim and fly more power to you. both follow similiar principles of how they are done.
Friendly rivalry or not with WOTC, They left many of us for greener (and younger pastures) I am indescribably happy that Paizo ruled the Ennies (I thought they would, but 4th ed almost made me give up hope for the gaming industry) you have all brought happiness and hope to a whole lot of my friends so congratulations! (p.s. please keep showing the big boys how the game is played!)
I have a bias against books that are "childlike" in organization. it is organized well, and they make sure to make small words and direct you to exactly which race to play with which class. fortunately they made every race to fit PERFECTLY with certain classes, how clean (and horribly boring) I know some people like the main artist but he really is not as good as the guy Pathfinder has. The Race and class pictures in Pathfinder have gotten much more praise from my group, people want to actually PLAY those characters! The 4ed PHB did not inspire me to make a character. (the tiefling look stupid, the dragonborn are boring, the elves and eladrin are subraces and dont need to fill the PHB, the halflings are boat folk (whos great idea was that?) and halfelves GET A +2 TO CON! (personal hang up) the humans are the only one i would play. and having all the special abilities listed with the class made that section of the book very tiresome. (did like the str or con to fort, int or dex to reflex and wis or cha to Will) it is simple to read, but so is winnie the pooh
if you can fake 4ed as D and D in your eyes, more power to you. I wish i could not sense that Dungeons and Dragons 4th ed failed it save versus Soul steal. I agree that the spells dont feel like spells. all of the flesh has been blasted of the Terminator robot that is Dungeons and Dragons, and it is ugly (if your into pistons and glaring red optic units, great) there is a subtle dance of mechanics and drama. for example, a spell pool system gives the feeling that you are tapping a reserve of energy. That you can conjurer up magics but at the cost of your endurance. blast to many waves of fire and your head will swoon, to powerful of a spell and you might just knock yourself out! once per encounter sounds good in mechanics (and is good mechanically) but how is that explained dramatically? and does that explanation match what the genre sells? at will abilities also may be good mechanically, but it takes the magic out of magic, and making it as mundane as a swordstroke. theres reasons why we dont have holidays everyday. one reason is that it would take the "special event" out of it. outing staples for the flavor of the week is weak
im really tired of people trying to make races so good as certain classes that you would have to me an idiot not to take them. there is a difference between mechanically working and mechanically monkeyed-out. give some fluff and some mechanics for every race. 4ed has the corner of making races specifically for certain classes
I read through the 4th ed PHB and hoped that WOTC was playing the biggest practical joke EVER! The pictures are uninspiring, the layout sucks, the target audience happens to be 8 year olds with learning disabilities, the half elves have a bonus to CON! the races and deities where chosen by superficial, panderers. the mechanics ARE SO BORING, thanks for coming up with a game were everyone get the same boring progression. the writing put a crayon in your hand and directs you to make a Styrofoam hero. the system may be good for table top miniature battles, but does nothing for the entire rest of the game. (oh, and the skills system that fights character customization.) the system may run well, it just it further from what D and D SHOULD be. I would give this book a c-, a grade that makes it not have enough pedigree to be called Dungeons and Dragons. My group will not be buying these books (thank you Paizo for giving us an options!)
that Wotc video shows how shallow Wotc is. why are people trying to make new concepts based on soley mechanical reasons (I KNOW halflings make good rangers and rogues, give them INT and then low and behold, the halfling concept now has a pointy hat) you want to build uber-races, go talk to WOTC. IF you want to make cool concepts, stick around
Gnomes deserve the INT bonus and need favored class wizard, I get the feeling that many people want halflings to have a INT bonus because its mechanically better than CHA, not for any real aesthetic reason. Gnomes are incredibly more dynamic characters in my regard, their only real weakness is that WOTC stuffed a blunderbuss with abilities and shot it at the Gnome. Its abilities are not great for any class. the bonus to INT really helps give them an edge (now if only we could get some sort of exchange for Gnome arcane spellcasters racial cantrips, really not useful at ALL)
they dont have half the hitpoints now, they got like 4/5th the hitpoints. I understand that every class needs to fight, but every class doesnt need to be able to fight toe to toe with a Fighter. In my mind a true swashbuckler is a multiclass Fighter/Rogue,now I dont think Ill be seeing any of those again (maybe some for the armor specializations) the damage output is even better for a Rogue than before (since they can do it on about everyone)AND they now have access to many feat quality abilities and more hitpoints. The Fighter has been given a okay bump in power, but not enough to warrant everyone getting even better bumps. I never had problems with people wanting to play rogues (and i dont imagine any less being played if sneak attack was deprived of its stupid flanking component) rogue talents, a condensed skill list and more hitpoints happens to be a incredible trade for a toned down sneak attack
the cute ones??? thats 3.0 talking, thats the Gnome that was so uncared for that it got shuffled out of 4.0. Gnomes have had over a decade of being strong wizards before Wizards of the Coast gave them a pointy hat and told them to stand out in the yard. Jan Jansen is furious (if he wasnt so busy making bruiser-mates) in 1st and second ed HALFING COULD NOT EVEN BE WIZARDS!!! they were magically inept (except for clerical magics which makes me start to warm up to a wisdom bonus for them)and the Gnome WAS THE ONLY CORE RACE WITH A BONUS TO INTELLIGENCE and could multiclass as wizard with ease. grahhhh! give the halfling WIS if CHA doesnt work ( and in the pathfinder system, it almost even better for rogues ) but dont give them INT, it would be a slapped on concept to a race that doesnt need help (the Gnome is still suffering from the "I dont know what this race does?" ailment plus if the halfling got a bonus to INT, they would be better adventuring wizards than elves. plus they would be annoyingly similar
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