FatR wrote: How about... no? There ARE things in DnD world compared to whom giants are simpy unimpressive. Like, every creature of CR 14+. Generally, why anyone who is on the same level with you should feel intimidated any more than your skill check suggest? Well the DnD world is suppose to be more than just CR and other numbers so that's why I thought that one regular base book race fighter taking out giants as rather impressive. FatR wrote: Too bad, that the skill by itself sucks and has no use. Imposing -2 penalty for one whole turn as a standard action? No, thanks. I'm not a number cruncher and don't consider the math of the game as the most important aspect. Say big evil bad guy sends his minions after the fighter. Fighter is a very intimidating character and the minions become more afraid of facing the fighter than the big evil bad guy. Intimidation and fear can go a long ways, but that would be an aspect that you would have to RP and the dice might not be a factor. FatR wrote: Oh, I get it. It is not like the idea of using a lot of DM fiat is uncommon. Please, can we return to the discussion of the rules, which require you to first get past the caster's defences to do anything like this and also give full casters an ability to either crush fighters in grapple or escape grapples perfectly by levels 5-7? So what you're saying is if a fighter is allowed to exploit the inherent weakness of the wizard it's using a lot of DM fiat, but when a wizard does the same thing to the fighter, then it's just fine and dandy. That makes absolutly no sense at all. Because being the DM means you are going to run a game that everyone of the players, reguardless of class or abilities, should have fun and be able to play. That right there requires extra effort from the DM. Not just for the fighter, but for every class and every player at the table.
FatR wrote: You seem to miss the fact that they suck at this or cannot do this (fighers don't cause fear without items). Poison and non-magical traps are weak in general. Intimidation, IIRC, can be made good, but not by pure fighters. By book standards, the fighter is usually weak in the will save area as everyone on the forums keep pointing out. But the wizard is normally weak in the fort and ref save areas, but yet poison and non-magic traps are weak so then it's not the fighters fault the system is geared towards helping out the wizard, so maybe traps and poisons need to be reworked. If a fighter takes out a giant or two by himself and he's not a spellcaster, then sorry, but that would make just about anyone scared of him. By the book, intimidation is a class skill for the fighter so it can work just by putting skill points in it. FatR wrote: There are about two such situations - a dead magic zone or a wild magic zone. Both are supposed to be quite rare, even if they exist in the setting at all. A melee-based fighter (archery ones are hardly effective) is massively disabvantaged by a huge bunch of situations that make getting into melee hard. When a wizard is casting a spell, stuff a rag in the mouth. No silent spell feat, no spell. Dive tackle and start smashing the hands. No still spell feat, no spell. There are too many ways to take away a wizards magic for me to list them here, but you get the idea. FatR wrote: It is, and a DM should not be responsible for making party of characters with very different power levels work together, even if currently he is. DnD parties are currently like the Justice League which must face stupid enemies or enemies with just one specific weakness so that weaker members would have any chance to contribute. Except that monster manuals do not take this into account. Misunderstanding here, my fault, I'm sorry. What I meant was that if a DM is going to run a game and someone is gonna play a fighter, then the DM should have stuff in that game for the fighter to do and more than just swing the sword. Now if the fighter just doesn't do anything else, or at all, then it's not the DM's fault. My statment was just to say that the fighter isn't limited by gear, that shouldn't be a factor of weather a fighter is useful or not. FatR wrote: But how they can be used in new and interesting ways (except for multi-use feats from 3.X supplements)? By definition, they are very narrow tricks. Those feats that allow for more interesting things that "hit them harder" and "hit them some more" were nerfed in PBeta, by the way,... This ones kinda hard to explain. I'm one of those people that's always trying to think outside the box and as a DM I'm pretty sure you do to. I encourage my players to think of ways through maneuvers or whatever way they can justify to apply certain older feats in new ways. If they think it through and I agree with the idea, then suddenly the feats arn't so very narrow anymore. I'm not very good at explaining my views on a computer so bare with me here. Tryin my best. :)
Crissa wrote:
*Fighters can set traps, use poison, fear, intimidation and more, but only if the player thinks about it, not because the class doesn't perticularly say so. *If all you see is a page with numbers and words than every class is limited in their options. What if a wizard runs into a situation where his magic is useless, which can happen very easily.*No. Every class is dependent apon the DM running a good game to be appropriate. A fighter isn't made useful by the gear. *But if gear has to be a factor, then I'll take the fighter's way. You say other classes don't need it. The condom princible, I'd rather have it and not need it, than need it and not have it. *Feats only become useless when their not being used or the fighter isn't given a chance to use them in new and intresting ways, or even at all. To me, more balanced doesn't seem like more fun, just less variety.
Honestly, as long as it's a good novel I don't care who writes it. I'm a fan of every author that's been named on this thread and others who haven't so it doesn't matter to me who writes the fiction so long as the author does a meaningful job at it. Seriously, my favorite fantasy novel is In Legend Born by Laura Resnick who mostly writes romance novels that my wife reads. She picked up this book by accident and gave it to me. Wonderful, simply wonderful.
I'm with the opinion that congragulates them on a find well found...but if it's too powerful they still can't have it. I hate telling players they can't have or do something , but if they get then power curve goes out the window ya know? I'm guilty of mmo syndrome too. Everyone is or has been and will be again at some point. After sword and fist came out, I was the first player to have a fighter/barbarian with monkey grip, all the two-weapon fighting feats, two greatswords and a ring of jumping. Yea, I was that guy. But hey, sometimes it's fun to do stuff like that, maybe not fun for you personally, but to others it is. Don't discourage players from finding cool things from the books and try not to limit them from doing what they like to do. But it's good to put your foot down somewhere and draw a line so things don't get too out of hand. And I pray for your sake that you never get a player who is also addicted to Oblivion. Holy Crap is the only thing I can say about that.
houstonderek wrote: I can't imagine how harsh the houserules would have to be to make wizards irrelevant... It has nothing to do with houserules. It's all about how the DM sets up the game. It's actually very easy to make any of the classes irrelevant and often times many people do usually because the DM doesnt like that class so he makes it suck for that class. Or the player of that class is just playing that class because of PLAYTESTING and gets bored because they wanted to play something else and give up on the fighter before it had a chance. I've played many years, editions, classes and settings, and had a blast with all of it. No one class is really better than any other unless the player makes it that way.
Remco Sommeling wrote:
I respect that. I see the barbarian in the same field as the ranger and the druid. Where the druid is the voice and heart of the wild and the ranger is the eyes and ears, the barbarian is the arm. Though their connection to the power of nature maybe completely different than that of the druid and ranger, their's is still no less as strong.I guess what I'm trying to say is I like seeing the barbarian as more than just another flavor of the fighter.
The fighter don't have any uniquie special abilities. I personally think that's a good thing because you can now take that character in any direction you want. The other classes are all great classes, but you can only take them in so many directions with character building, but the fighter can go 360 degrees with multiple turns and still have nothing but character building options. That's what makes them great too me, not the fact they don't have any bells and whistles. Picking a character class just because you think it's easier to play and instant options to deal with certain situations, now that's a cop-out.
Sneaksy Dragon wrote:
If it was easy then no one would want to play that class because it's easy.....but then everyone says to fighter sucks because it's too hard to stay alive...? Anybody else notice this?
TriOmegaZero wrote: As much as I like the idea, I don't see it catching on. I ignore the encumbrance rules for the simple fact that they are too much work for too little gain. Adding up a grocery list of equipment weights is not my kind of fun. If a system could be worked out that was simple and fast to use, I'd jump on it. Yep, me too. Trying to use the encumberance rules just means more time spent doing math than having fun. Besides those rules just seemed way too nit-picky for me to care about anyway.
1. The fighter has to improvise. Back his wizard friend into a corner or somewhere with cover on the back and sides if possible. Take the feat that allows his to get multiple attacks of opportunity and then let the on rushing bad guys run past him. after he hits all the ones that run by and then kills the last one and has the feat that allows you to cleave through an opponent to hit the next one in line. Then before you know it the fighter has killed every enemy in the first round on one turn before the wizard even gets to blink. (This actually happened once and it stunned everyone) Sorry about the rant their, but you get my drift, with alittle thought and some feats, the fighter can easily defend and protect the sissy spellcaster everytime.
I say leave them as is. Barbarians arn't just a different form of fighter, they are a completely new breed. The abilities and spells of the druid and ranger classes come from their affinity and connetion with nature and their environment. The elemental rage of the barbarian is just them doing the samething, atleast to a lesser degree. The way I see it, and this is just my personal view, a barbarian rages not because they're just completely bonkers, but because of their own special connection to their environment. They instinctivly know how to channel the wild powers of the land into themselves to fuel their already free and unchained emotions sending them into an unstoppable rage. The elemental rage is just them learning how to derive more power from themselves and their connection with the natural world. Just my 2 cents
I've been blessed with a good group so I don't have to worry about this problem often. In my games it's more of a medium level of magic items that are more often found through adventuring or gifted to someone in the group for services rendered, and the group usually doesn't see it coming. Magic shops do exist, but my group has gotten use to the idea that I'm not out to kill them so if they use what they have in new and inventive ways then they can survive. I don't think magic items should define a pc, but neither should they go without them at all. Besides, if I someone in my campain went to a spellcaster and placed a special order for a certain magical item, then expect me as the DM to place a small twist on that enchantment. If a fighter went to a powerful, good cleric and had a sword made to help him combat evil, then maybe that cleric also knew of an evil wizard that enslaved a village. As the cleric enchanted the weapon, he just might have placed a quest spell on it as well. Now the fighter has a choice, take the weapon and be forced to go a save the village, or leave the village to it's fate and the magical weapon behind. Or something like that.
Chancebyname wrote: What I was trying to say was that fighters do have tactical options, it's just that you have to get more creative to come up with them rather then "get all the orcs close together, fireball, rinse, repeat". So yes, it's a more of a challenging class to play, but that's good. I'm definitely not one of the more experienced PCs, but I would think that the more experienced people would get this. What's the point in playing if it's too easy? Here here.
Hey everyone, brand new to the forums here,
Survival rate for the fighter at any level is actually incredibly high (just behind the rogue in my group)so if fighters in other games are dropping like flies at higher levels then it has to be because the pc's don't want the fighter anymore. |