The Fighter and the Wizard.


Alpha Release 1 General Discussion


Well I have some concerns about and I would like some feedback for anybody who may think the same.

The Wizard:

1) The Universal school power progression of the wizard is too high at the top. I'm guessing they already know this, seeing is it was a question on the poll and am just wondering publicly how many people think so as well. I took the poll before I really examined all the way thru and feel I should go back and change my answer from I don't know to YES.

2) With the extra feats you get, I really don't think it's necessary for the elf to get spell penetration automatically and feel it's a bit overpowering and steers the elf too hard towards "wizard" along with it's automatic bonus to intelligence. Actually I think the elf-traits along with the INT bonus already makes the elf a fine choice for wizard and don't think I really need the extra incentive of spell penetration to make the character worthwhile... I would rather have a different ability in that regard or simply as-is without. Perhaps something like +2 to spellcraft checks if anything or +2 to Knowledge (arcana) checks.

3) For that matter, I wouldn't mind seeing Knowledge (arcana) and spellcraft merged.

The Fighter:

1) I like the fact you have enough + attack options to now advance well with both range and melee combat. This along with the new combat feats gives the fighter alot more depth and options, but still the fighter is lacking in one area of attack...he has little if no way to effect the saves. I would love to see some fighter (or non-caster) abilities that effect the saves. I'm not sure how hard this would be to implement but I really think it's needed.

2) The fighter has greater use of skills due to the armor advancement that lessens the armor-check penalty. That being said, the fighter is still short on skills. I wouldn't mind seeing the fighter start out with 3+INT skills or perhaps even 4+INT. Some of the skills would end up being crossclassed by the time you got up to higher levels given what he can take, so it would add minor ability without stepping on the rogues and rangers toes for what he can do.

3) While I like the combat feats, I would kind of like the first part of many of the progressions to be non-combat if possible, such as cleave, precise shot, and Dodge. Dodge is +1 vs one enemy...it's not overpowering by any means while stacking with another effect. I think you should be able to use that and at least precise shot automatically with other effects.

4) The fighter still lacks some defensive ability that simply doesn't come with AC or HP. I wouldn't mind seeing perhaps a +1 to REFX and WILL in the mid-levels of the fighter, either in addition to or instead of two of the Weapon and Armor training bonuses. While the other classes have abilities to either alter these through magic or pick up class-specific skills like the rogue does, the fighter has none, which kind of leaves him at the mercy of his party in many cases. Either something different, or a direct effect that helps this out would be nice, perhaps at the cost of a small bit of the massive feat-type-progression he now has. Maybe even increase his Reflex progression to high or give him basic evasion at 10-15th...although both of those seem a bit drastic and may be overpowering.

I really like the new system being worked out and it doesn't look like I will have much of a problem converting all my stuff. Either way, the fact that the style of my game design and play will be kept in tact with a living product really makes me happy.

I would love to hear some feedback on what everybody thinks about the wizard and fighter, and if they found the same things I did.

Sovereign Court

Responding you your points;

1. I like the changed spell-like abilities offered by Jason somewhere down the Universalist thread. Meteor swarm in place of wish, for example.

2. I like the bonus for elves to overcome SR; it represents their experience with and control over magic. It can certainly be used for classes other than wizard; clerics and bards can benefit from the ability too. I don't find it overpowered, but if lots of people do then I like your suggestion of +2 Spellcraft or Know: Arcana.

---The Fighter

1. I don't mind that the fighter is more limited at affecting saves than spellcasting classes. He/she can use Intimidate to demoralize, and not too much else vs. saves. That is fine by me. He can still hack, trip, grapple, disarm, sunder, bull rush, and more.

2. The fighter has the same number of skills as the cleric, sorcerer, wizard, and paladin. This also relates to backwards compatability, where these classes get (2+ Int mod) in skill ranks. I do not feel this number is so low as to merit changing, and I appreciate that the number of skills my fighter can be good at will grow with each even-numbered level.

3. I agree; many of the combat feats should be rebuilt, and some of them like Dodge and Rapid Shot do not need the 'combat' limiter.

4. Fighters should have two weak saves imo; it is a balance in vulnerability. They already have a great hit die, heavy armor, and now improved armor. I suggest using some of those extra feats for Lightning Reflexes and Iron Will, if your saves need a boost.


You make some good arguments, in general, David and in response I'd like to say.

Wizards
1. Universal School: For the most part people are more worried about limited wish and wish 1/day each. However there is some concern over Mastery of Schools as well. Here's my proposed solution. Make limited wish 3/week and wish 1/week or possibly longer such wish 1/month. This makes sure a Universal Wizard can't go crazy with altering things, and i would also like to point out that Wish can easily backfire on a PC, so its not and end all broken ability, especially if you make it so they should only be using it once an adventure. As for Mastery of Schools, I'd suggest toning it down to +1 to all Spell DCs and +2 Insight Bonus on overcoming Spell Resistance.

2. You might be on to something there with suggesting another racial ability, what though escapes me for now.

3. As for combining Spellcraft into Knowledge Arcana, its not that Simple, due to the fact that Divine Spellcasters use it as well. I for one think it should remain by itself.

Fighters
1. Lets not and say we didn't! Pathfinder needs to be as compatible with 3.5 a possible, thats going off the deep end so to speak.

2. I'm not sure I agree with adding more skill points to the fighter considering PCs will be gaining more skills as they level now, but i do believe that they should get acrobatics (This will go a long way in making the fighter capable of being Speed based, instead of just being a tank).

3. The Idea of Combo feats is a great one but if there's one thing most can agree on there's definite work to be done on them. I'm still gathering my thoughts on this one but i see great potential here!

4. I think that fighters should get high Reflex. Those that choose to use heavy armor will still weaken Ref saves by limiting the Dex Bonus they can add to it, as well as slow themselves down, so its not really broken, plus it allows for the creation of Speed based fighters.


Yea, I think the universal school and feats like PBS and Dodge are gimmies...for me at least. They are the first things that kind of stood out to me when I went looking for trouble so to speak.

The spell penetration thing I wouldn't mind, but that coupled with the +2 INT really does slant things when you pick an elven wizard who already has a fair number of feat options, especially when the other bonus stat is Dex, which also helps the wizard immensely, given the CON vs DEX choice for the wizard becomes easier with more HP. I think +2 on the related skillchecks would be still useful but not quite as powerful of a stacking effect for elven wizards...not that I wouldn't mind while playing my elven wizard :D ...just seems a bit strong.

As for the saves, I actually wouldn't mind seeing things like trip, disarm, etc effect the saves rather than being AC based, but I certainly like the CMB better than the original way. Either way it's an improvement in my book, but I would like to see save-based stuff for the melees...I may be alone on that one though.

Skills for the fighter seem a bit more limited because of some wide variation in what the other classes with 2+int can do in comparison to the fighter...all have at least some wierd extra functions or spells (turning, wide variation of spells with both combat and non-combat funtions, lay on hands, etc) With wizard especially, because do to the importance of intelligence, the wizard even with a meager +2 often ends up being the second skill-class behind the rogue and close to even with the ranger. I certainly don't want to make the fighter a magical creature, so skills seem to be the best bet for non-combat and fun tricks.

As far as the AC, I like the AC boost, but think it goes a bit too far in one direction. I don't mind the idea of taking feats to compensate, but I guess I wouldn't mind seeing a little built-in.


As a strong defender of Elven Wizards everywhere first off I have to say ITS ABOUT TIME.

Since I started playing back in 94-95 elven wizards have had to contend with Ogres toting great clubs, Dragons with Scimitars for claws, hordes of Orcs and Goblins with sharp, pointed, rusted objects that they have always loved putting into my poor weak elven mages. Since the days I was first drawn to this game mages have been weak and elven mages the weakest of all. Finally they can get the chance to scream before the next blade, club, or arrow pierces there body instead of looking up in surprise and gurgling on their own blood as they slide to the ground forever stilled.

On a serious note however, Elves have always been said to be the best magic users around, having an innate ability that no other race has, as well as long years to practice. This seems to be to be the best way of giving the fluff some true game mechanics.
Giving them this is no more powerful then giving every character around the table Action Points, once those hit my group no spell ever failed to penetrate SR, let alone AC.

As to Fighters, Ill agree that they need more skill options, I like playing human fighters that enters melee, not Panzer Tanks thank can only go where the road is.

As for the skills, I have to say I'm not fond of the loose of skill points, Id rather have those then anything else I think, the way it is now seems TO MUCH like 2nd ED's skill slots. I would like to see a return however of warrior skills, rogue skills, general skills etc. I never understood why that was removed in the first place, so if possible I would like to see them put back into the game.

Liberty's Edge

I'm not too keen about the School Powers, as I am thinking about the Sorcerer getting hosed (again) by this added flexibility for the Wizard.

This being said, I would suggest integrating the Archmage Prestige class as Levels 16-20 for the Wizard. Thus, If you want to be an Archmage, you have to stay focused as a Wizard and forget about all those gimmicky Prestige Classes.


The fighter and the mage
The fighter and the mage
One is a warrior
The other's a sage
They're PRPG rolls
Their changes have been polled
They're brighter
The fighter and the mage mage mage mage mage mage mage mage

Uh, sorry, move along.


Where are these polls?


blope wrote:
Where are these polls?

Uh, eh, LOOK, MULTICLASSED LAB RATS!

*quickly hides*

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