Fighter - Weapon Training and General Feedback


Classes: Barbarian, Fighter, and Ranger

Dark Archive

With the changes to the fighter class, specifically adding Bravery and Weapon and Armor Training, the poor fighter class has seen some renewed interest as a choice by my players. Obviously, the class has no drastic changes, so the playtests haven’t revealed any flaws or inbalances.

Weapon Training groups fail to mention the starknife and the elven curve blade.

Weapon training was used extensively in our game, with a ranged weapon. It was enough to give a fighter a boost in damage and bonuses to hit, but not so much it overshadowed any other feat or ability.

Our fighter in the playtest only continued to 6th level or so, becoming bored with the class, so we didn’t stress-test the class at higher levels. Our playtest fighter also wore light armor, and the Armor Training compensated for a low AC.


I believe that the PRPG fighter is what fighters should have always been. Fighters in v3.5 could easily be overshadowed in attack/damage ability by rangers, and sometimes paladins and even rogues. Having the armor and weapon training really gives them a little more power and makes them into a good, core warrior-type class.

I think that the fighter class is fine as it now is, without changing, except that maybe Bravery should be gained at 1st level.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Instead of just Bonus Feats, might it be an idea to get fighting styles for the fighter? Every x levels he can choose another style and take bonus feats from them. It would give the class some direction, which at the moment is one of the limiting factors. The fighter, unlike the other classes doesn't have a hook.

This idea could be enhanced by taking some ideas from e book of Experimental Might II. Fighters getting a slight bonus to their feats when they're from their style and some feats that can only be taken as part of the weapon style. If a fighter chooses not to take additional stays, he should get a bonus associated with his chosen style. Details are obviously a little sketchy.

It would also have to make sure you don't tread on the Ranger's toes too much.


Paul Watson wrote:
Instead of just Bonus Feats, might it be an idea to get fighting styles for the fighter? Every x levels he can choose another style and take bonus feats from them. It would give the class some direction, which at the moment is one of the limiting factors. The fighter, unlike the other classes doesn't have a hook.

I think that one of the great things about fighters is that there aren't specific fighting styles that they need to choose from. You can make any warrior-type character you want with the fighter as it is... a two-handed damage-dealer, a two-weapon fighter, ranged fighter, mounted fighter, reach weapon/spiked chain wielder, unarmed combatant, etc. Making combat styles for the fighter would hurt that flexibility. And besides, it wouldn't be backwards-compatible if you had to rework your fighter characters' feat selection to match a newly pre-made feat list.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Iziak wrote:
Paul Watson wrote:
Instead of just Bonus Feats, might it be an idea to get fighting styles for the fighter? Every x levels he can choose another style and take bonus feats from them. It would give the class some direction, which at the moment is one of the limiting factors. The fighter, unlike the other classes doesn't have a hook.
I think that one of the great things about fighters is that there aren't specific fighting styles that they need to choose from. You can make any warrior-type character you want with the fighter as it is... a two-handed damage-dealer, a two-weapon fighter, ranged fighter, mounted fighter, reach weapon/spiked chain wielder, unarmed combatant, etc. Making combat styles for the fighter would hurt that flexibility. And besides, it wouldn't be backwards-compatible if you had to rework your fighter characters' feat selection to match a newly pre-made feat list.

True. Altering the thinking, the weapon styles could be to provide a bonus if a fighter follows them, much as the Monk Combat styles do. Thus nothing stops a fighter taking feats outside his style, but he gains the most benefit when he follows it.


Paul Watson wrote:
True. Altering the thinking, the weapon styles could be to provide a bonus if a fighter follows them, much as the Monk Combat styles do. Thus nothing stops a fighter taking feats outside his style, but he gains the most benefit when he follows it.

I think that that would be a great alternative!

Liberty's Edge

Iziak wrote:
Paul Watson wrote:
True. Altering the thinking, the weapon styles could be to provide a bonus if a fighter follows them, much as the Monk Combat styles do. Thus nothing stops a fighter taking feats outside his style, but he gains the most benefit when he follows it.
I think that that would be a great alternative!

Precisely! It would be alot like the fighter talent trees that I came up with and posted some months ago. It doesn't pidgeon-hole the fighter and force them to select a talent or style of combat on that tree - but they were options lieu of his bonus feats for those who did want to excel in a specific arch-type build.

Robert

Paizo Employee Director of Games

Personally, I like fighters being able to follow whatever path suits them as their character develops. It is different from the ranger, who must make a choice and stick with it. The fighter gets more versatility overall, being able to focus in on multiple fighting styles and techniques.

That, and it keeps them relatively simple, which is something I think is one of the classes' strong points.

Jason Bulmahn
Lead Designer
Paizo Publishing

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Jason Bulmahn wrote:

Personally, I like fighters being able to follow whatever path suits them as their character develops. It is different from the ranger, who must make a choice and stick with it. The fighter gets more versatility overall, being able to focus in on multiple fighting styles and techniques.

That, and it keeps them relatively simple, which is something I think is one of the classes' strong points.

Jason Bulmahn
Lead Designer
Paizo Publishing

Jason,

I was thinking of something more like the Monk Combat Paths than the Ranger Styles (poor choice of wording). A selection of three or four feats that if you select them all, you get a bonus, rather than "At level 2 you get a choice of these feats". Something to make the Fighter a master of his feats, similar to the stuff in Book of Experimental Might II, if I remember it correctly.


I did some playtesting with weapon training in this form back in alpha3, and just posted a suggestion instead of the results. So here's the results and a second plea for change.

The fighter in the group was level 12, had taken weapon focus (greatsword), weapon spec (greatsword), improved critical (greatsword) weapon training (heavy blades) as his first group, and weapon training (axes) as his second. The fighter was wielding a +2 greatsword. In the middle of the adventure they ran across a +1 shocking burst greataxe (random treasure that worked out well). After no one else was interested in using it, the fighter announced that he'd pawn it as soon as he could; even with weapon training it wasn't worth using for him.

I think the point of weapon training is to help broaden the fighter's weapon choices, but I've only seen it ignored except when they're denied their primary weapon for whatever reason. If the latter is the intent, then I'd say it's working as intended, but that doesn't match with what I thought the point of it was.

If the point is to broaden the fighter's weapon choices, and make the random piece of loot useful, I suggest the following change to weapon training:

"Weapon Training: At 5th level you may choose a weapon group from the list below. You may apply any weapon specific feat that you know for a weapon in this group to any other weapon in this group. You also gain a +1 bonus to attack and damage with every weapon in this group. Every 4 levels beyond 5th you may select an additional weapon group. The weapons in this group are added to the weapons in the original group, any weapon specific feat that you know for one of them you may use with all of them. The bonus to attack and damage also increases by an additional 1 for each 4 levels over 5th that you have."

That is a substantial boost to the fighter, because they can use a single weapon feat for a large number of weapons, something no other class can do. It makes trading out inappropriate gear much less painful, because you can bring some of your old tricks over. It also cuts down on the various bonuses that you have to keep track of, since you now just have one number and one potentially large group of things it applies to.

There are potentially some weapon specific feats that you'd want to exclude from that sort of sharing, but I don't think there are any in core. It might also be nice if we could use weapon training in place of greater weapon focus and greater weapon specialization when qualifying for feats, since weapon training is basically doing the same thing while scaling.

As for the rest of the fighter, well, they are pretty much feat dependent still. Feats have been generally less effective than class abilities at mid and high levels, but it sounds like there's something interesting in the chapters ahead that might tweak that...

Dark Archive

I've long been thinking about something like the weapon qualities from Warhammer Fantasy RPG.

Basically, different weapons have different special traits (but in WHFRPG only for exceptional quality versions of hand weapons).

Obviously, just copying the system wouldn't work due to differences in systems, but I recall swords having "parry", axes having "high impact", spears having "first strike", etc.

What one could do, for instance, is giving fighters a special bonus based on what weapon they are using

Sword: +2 to CMB with or against disarm
Spear: +2 to hit with AoO caused by moving within spear fighter's threatened area.
Axe/Pick: +1 to hit against armoured opponents (an axe or pick concentrates A LOT of power on a very small striking surface, thus easier causing damage against people in armor.

Just thoughts, and they might have to be changed a bit, but something like that...

Liberty's Edge

TarkisFlux wrote:


"Weapon Training: At 5th level you may choose a weapon group from the list below. You may apply any weapon specific feat that you know for a weapon in this group to any other weapon in this group. You also gain a +1 bonus to attack and damage with every weapon in this group. Every 4 levels beyond 5th you may select an additional weapon group. The weapons in this group are added to the weapons in the original group, any weapon specific feat that you know for one of them you may use with all of them. The bonus to attack and damage also increases by an additional 1 for each 4 levels over 5th that you have."

That is a substantial boost to the fighter, because they can use a single weapon feat for a large number of weapons, something no other class can do. It makes trading out inappropriate gear much less painful, because you can...

This is a fabulous idea!!! I too have experienced that same mentality from players - that once they spend all their feat for a specific weapon to be their cat's meow, you may as well pawn everything else off.

I think that Tarkis is spot-on with his observations and ideas for helping it!

Robert


Bruno Kristensen wrote:

I've long been thinking about something like the weapon qualities from Warhammer Fantasy RPG.

Basically, different weapons have different special traits (but in WHFRPG only for exceptional quality versions of hand weapons).

Obviously, just copying the system wouldn't work due to differences in systems, but I recall swords having "parry", axes having "high impact", spears having "first strike", etc.

What one could do, for instance, is giving fighters a special bonus based on what weapon they are using

Sword: +2 to CMB with or against disarm
Spear: +2 to hit with AoO caused by moving within spear fighter's threatened area.
Axe/Pick: +1 to hit against armoured opponents (an axe or pick concentrates A LOT of power on a very small striking surface, thus easier causing damage against people in armor.

Just thoughts, and they might have to be changed a bit, but something like that...

I like the possiblities of this, however, I feel that these would be granted by Weapon Focus...they would be able to be increased with Weapon Specaalization , Greater WF, Greater Weapon Focus, etc...

Adding the ability for a whip to cause lethal damage or to choke an opponent with specialization. The possibilities with this are endless...

RPG Superstar 2009 Top 16, 2012 Top 32

Jason Bulmahn wrote:
Personally, I like fighters being able to follow whatever path suits them as their character develops. It is different from the ranger, who must make a choice and stick with it. The fighter gets more versatility overall, being able to focus in on multiple fighting styles and techniques.

In the interest of versatility, I think the fighter should get the same weapon training bonus on all weapon groups he has selected with weapon training (instead of an incremental +5/+4/+3/+2/+1). Since the fighter can only wield two weapons at a time, I don't think it would be terribly overpowered to say that a fighter trained in two weapon groups gets a +2 with all those weapons, a fighter trained with three weapons gets a +3, etc. And it would prevent the fighter from getting locked into a choice he made at low levels.

Scarab Sages

Epic Meepo wrote:
Jason Bulmahn wrote:
Personally, I like fighters being able to follow whatever path suits them as their character develops. It is different from the ranger, who must make a choice and stick with it. The fighter gets more versatility overall, being able to focus in on multiple fighting styles and techniques.
In the interest of versatility, I think the fighter should get the same weapon training bonus on all weapon groups he has selected with weapon training (instead of an incremental +5/+4/+3/+2/+1). Since the fighter can only wield two weapons at a time, I don't think it would be terribly overpowered to say that a fighter trained in two weapon groups gets a +2 with all those weapons, a fighter trained with three weapons gets a +3, etc. And it would prevent the fighter from getting locked into a choice he made at low levels.

I think I have to agree with Eric on this one. Also take that line of thought to Ranger Favored Enemies.


TarkisFlux wrote:
"Weapon Training: At 5th level you may choose a weapon group from the list below. You may apply any weapon specific feat that you know for a weapon in this group to any other weapon in this group. You also gain a +1 bonus to attack and damage with every weapon in this group. Every 4 levels beyond 5th you may select an additional weapon group. The weapons in this group are added to the weapons in the original group, any weapon specific feat that you know for one of them you may use with all of them. The bonus to attack and damage also increases by an additional 1 for each 4 levels over 5th that you have."

I am also a strong advocate for changing weapon training to this. In fact, I would like weapon training to replace the weapon focus/specialization feats altogether. Perhaps keep Weapon Focus, but get rid of Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.


I'm all for a more versatile fighter and perhaps a fluid Weapon Focus ability. More individual and exciting fighters all the way!


TarkisFlux wrote:


"Weapon Training: At 5th level you may choose a weapon group from the list below. You may apply any weapon specific feat that you know for a weapon in this group to any other weapon in this group. You also gain a +1 bonus to attack and damage with every weapon in this group. Every 4 levels beyond 5th you may select an additional weapon group. The weapons in this group are added to the weapons in the original group, any weapon specific feat that you know for one of them you may use with all of them. The bonus to attack and damage also increases by an additional 1 for each 4 levels over 5th that you have."

This is a nice change and I like that alot

Epic Meepo wrote:


In the interest of versatility, I think the fighter should get the same weapon training bonus on all weapon groups he has selected with weapon training (instead of an incremental +5/+4/+3/+2/+1). Since the fighter can only wield two weapons at a time, I don't think it would be terribly overpowered to say that a fighter trained in two weapon groups gets a +2 with all those weapons, a fighter trained with three weapons gets a +3, etc. And it would prevent the fighter from getting locked into a choice he made at low levels.

This is also a good ideal

A few other points
* Armor training should count to a shield and armor both
* Weapon training should add to CMB with weapons


Jason Bulmahn wrote:

Personally, I like fighters being able to follow whatever path suits them as their character develops. It is different from the ranger, who must make a choice and stick with it. The fighter gets more versatility overall, being able to focus in on multiple fighting styles and techniques.

That, and it keeps them relatively simple, which is something I think is one of the classes' strong points.

Jason Bulmahn
Lead Designer
Paizo Publishing

Ok well if you're going to do that, then make sure that fighter feats do not build on each other.

You want fighters to be simple an versatile? Get rid of this feat chain nonsense and each feat stand on its own whether they are taken at level 1 or level 20.

If feats build on top of each other, you are removing the fighter's versatility because they stream characters down a set track of a certain feat chain.

Dark Archive

Quick question for you Jason. I have looked on the boards for an answer but all I have found are folks suggesting the wording be changed.I noticed that the Bravery ability that fighters aquire at 2nd has no descriptor so does that mean it would stack with a morale based bonuses? Or should it be considered a morale bonus and therefore not stack with other morale bonuses? I don't mean to sound like a rules lawyer but with the wording as written in the Beta it should stack with a morale bonus like the one provided say by a Bard or Paladin. I may have missed the clarification somewhere on the boards but I am not finding it thus far.


anthony Valente wrote:
TarkisFlux wrote:
"Weapon Training: At 5th level you may choose a weapon group from the list below. You may apply any weapon specific feat that you know for a weapon in this group to any other weapon in this group. You also gain a +1 bonus to attack and damage with every weapon in this group. Every 4 levels beyond 5th you may select an additional weapon group. The weapons in this group are added to the weapons in the original group, any weapon specific feat that you know for one of them you may use with all of them. The bonus to attack and damage also increases by an additional 1 for each 4 levels over 5th that you have."
I am also a strong advocate for changing weapon training to this. In fact, I would like weapon training to replace the weapon focus/specialization feats altogether. Perhaps keep Weapon Focus, but get rid of Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.

I too think this form of 'weapon training' is a great idea. I would keep the feats but get rid of all fighter specific feats- fighters will get enough of a boost with weapon training.

I absolutely hate armor training- it gives fighters far too high an AC. The bonus they get over 20 levels is twice as much as a monk gets. I would be happy with the armor check penalty being reduced, at a stretch gain DR but dont increase AC fighters (and other mithril full plate armor wearers) already get to much AC in my experience


One of my players has been saying for months that the problem with fighters is that they become more and more specialized - andlimited - as they advance. Other classes get the ability to do more and more different thigns, and a fighter mostly just gets better with one thing - to the point where making any other choice is so suboptimal that it's not even considered. Broadening the weapon training like this would help. If the bonuses were accelerated a little, and then sepcialization et. al. were dropped, suddenly the fighter is capable with more and more different weapons as he advances, AND he has room left over in his bag of feats to learn more exciting different tricks.

I am beginning to agree about the armor training being too much, also. The party is 16th level, and anything that has a decent chance of hitting the fighter cannot miss anyone else. Anything that has a chance to miss the others basically can't touch him. Giving both the AC bonus and raising the Dex limit seems to me to be a bit much. Perhpas they simply need to be slowed down a bit.

Meanwhile, all I have to do is send a reflex or will save his way and he's toast. He's a fighter, he has some dex, very little wisdom, and even with Lightning Reflexes and Iron Will he's pretty easy to take down magically. The addition of the improved (save boost) feats from the new list last week may help - but I'd give them the minor boost of allowing you to know if the save succeeded before deciding to spend your one daly reroll.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Classes: Barbarian, Fighter, and Ranger / Fighter - Weapon Training and General Feedback All Messageboards
Recent threads in Classes: Barbarian, Fighter, and Ranger