What should high-level non-casters be able to do?


Pathfinder First Edition General Discussion

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Without, y'know, casting spells.


access to unique abilities that defy the laws of physics. Theme appropriate of course.


Fighters should enjoy massive bonuses to rulership and leadership of armies. They should also enjoy moderate bonuses to intelligence networks.

Rogue types should have those two swapped, moderate bonuses to rulership & leadership and massive bonuses to intelligence networks.

Put mechanically, a level 12 fighter might gain +100% on rulership/leadership and +50% on intelligence network success. A level 12 rogue might have +50% rulership/leadership and +100% on his intelligence networks.
A level 12 wizard would have +0% on both.
A level 12 priest would have +50% to both if and only if the nation/intelligence network was exclusively of his particular religion and +0% otherwise, with perhaps even a penalty if his faith was disliked.

Liberty's Edge

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Tiny Coffee Golem wrote:
access to unique abilities that defy the laws of physics. Theme appropriate of course.

Agreed. Classic comic book superheroes are good sources of inspiration for this, since they rarely having anything that could be considered casting but often have ridiculous abilities.

If a player doesn't want supernatural abilities at high level, then they don't want high level.


Man that is a kind of a subject that really hasn't been addressed too much by d&d game designers since the 1e/BECMI versions.

1e had some of the rulership/hordes of followers thing in it. BECMI had the best high level game in my opinion though, including such things as becoming a god in the utter end game and ruling dominions in the mid game.

2e kind of drifted away from even the more limited 1e list of non sword swingy things a fighter could bring to the table.

3e and Pathfinder don't really have anything for them in my opinion. You can kind take the leadership feat and theoretically do all kinds of things the designers haven't provided support for. But the whole henchmen/hirelings/followers/cohort thing just isn't done much in modern games. And honestly having 50 level 1 mounted warriors with 3 level 2 fighter sergents and a 5th level fighter lieutenant isn't as useful as it was in 1e for say a 14th level fighter.

And heck anyone whose main stat is charisma will do that one better than a fighter or rogue will anyway if you use leadership.

I think it is a necessity for them to somehow get some extraordinary abilities. What they are, exactly how they are implemented I'm not sure of, but they need something.

It's like Tiny Coffem Golem wrote:

"access to unique abilities that defy the laws of physics. Theme appropriate of course."

Imagine a 20th level Fighter or Barbarian as a BBEG. Ever notice how they are almost always high level casters? Occasionally some kind of outsider or maybe something like a beholder? Could be a vampire.

Something like the vampire template is something I've thought about a lot. I think it would have to be at least something like that. Or maybe a way to become an outsider (one with teleport and fly).

For some reason it is fine for casters to cast the fly spell in 6 seconds and defy gravity but you can't have a fighter do something like Cuchulain's Salmon Leap and jump up 60 feet in the air and grapple him.

Heck a fighter can't even really go over to the dark side without help. A wizard or cleric can become a lich. A fighter has to have some caster help him become something inferior to a lich like a skeletal champion. A fighter could get bitten by a vampire or something but that's about it.

You certainly can't do something like pick a class option for immortality or something like a wizard or alchemist can at 20th level.


Give them the ability to do certain actions in place of iterative attacks. Replacing the last attack with the ability to perform a standard or move equivalent action would help them a lot (any non-attacking action).


EVERYTHING. ALWAYS. JUST LIKE BARBARIAN AM DOING.


Seriously. For those who think that casters have all the fun and melee gets the left overs. Check out the barbarian.

Barbarian is the only melee that can stand up to a wizard and win. Check out this thread


Having a ritual magic mechanic would significantly help fix the caster/non-caster disparagency. Basically anyone can "cast" a spell through ritual if they have the proper combination of skills/abilities. It just takes longer and consumes more resources than traditional casting. It may take an hour to cast Bulls strength but at least a fighter could. Opens up all kinds of avenues for non-caster item creation and pre-fight buffing. Not to mention travel and other things. Each ritual should be unique and difficult to learn, but it puts a lot into play for non-caster BBEG preperation.


Tiny Coffee Golem wrote:
Having a ritual magic mechanic would significantly help fix the caster/non-caster disparagency. Basically anyone can "cast" a spell through ritual if they have the proper combination of skills/abilities. It just takes longer and consumes more resources than traditional casting. It may take an hour to cast Bulls strength but at least a fighter could. Opens up all kinds of avenues for non-caster item creation and pre-fight buffing. Not to mention travel and other things. Each ritual should be unique and difficult to learn, but it puts a lot into play for non-caster BBEG preperation.

I'd rather have a magic-item or artifact fulfill this need without adding a new mechanic. Rituals for non-casters doesn't seem thematic to me–just a disassociative way to give some cool powers to non-arcane/divine classes.

On the other hand, some sort of basic prestige classes open to fighters and rogues that offer a specific line of higher level abilities would fit since the background flavor can be tied to the choice of the PrC.


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My personal opinion is they need to do sweet things that are beyond mortal understanding without actually casting spells. As much as a lot of people would hate to hear it, Warriors from World of Warcraft would be an excellent example of the types of things that high level martial characters should be able to do. High level warriors do crazy stuff like...

Dive into swarms of enemies while swinging their 2-handed weapon around violently in a tornado motion for massive area of effect damage (and I do NOT mean Whirlwind Attack).

Deflect magic with a shield. In WoW, if a magician attempts to cast a targeted spell on a high level warrior, they can literally reflect the spell back at the caster, similar to a spell-turning (doesn't work for AoEs of course, but stuff like scorching ray, disintegrate, or hold person would be fair game).

Preform an unstoppable charge over a great distance. High level warriors in World of Warcraft can actually break out of snare effects such as entangle, being frozen, and across terrible terrain to get right to their foes. This would be like acting as if under the effects of freedom of movement when you preform a charge.

Damage over time effects. A fairly simple but effective option for warrior types should be the ability to pour on some heavy bleed damage or similar. If you can wound a foe so that they suffer 1d6/4 levels plus your strength modifier bleed damage, it at least gives them a way to force a foe to go on the defensive (ok, so now the mage is taking an average of damage every turn until they spend actions to use a cure light wounds potion or something, and casting a spell is DC 26 + spell level vs ongoing damage).

Delayed damage and conditions. Give them the option to delay the effects of a condition or even death for a round, which could give them a second chance versus such conditions. You get turned to stone? It takes longer to transmute your body. Stunned? You grin and bear being kicked in the cajones for six more seconds. Take a sword through the heart? You have 6 more seconds for the cleric to cast Heal on you before you're pushing daisies. You get slammed to -50 hit points and your Con is only 28? Get it with Hold Person? By crom you will not bow to this magic if you can help it (time to pop Freedom of Movement via your magic armor before the effect takes hold!).

====

A few other ideas which are primarily inspired by Baldur's Gate II. Warrior classes in Baldur's Gate II could eventually gain abilities called Deathblow and Greater Deathblow, which literally outright kill enemies who are below a certain HD in a single shot. This would be akin to adding a save or die to attacks made against foes with 1/2 your hit dice or similar. It was a pretty awesome ability for carving through tons of mooks. I'd be careful about adding something like this though, since it could be very nasty in the hands of NPCs under the correct conditions (NPCs can get many more HD than PCs).


Tiny Coffee Golem wrote:
Having a ritual magic mechanic would significantly help fix the caster/non-caster disparagency. Basically anyone can "cast" a spell through ritual if they have the proper combination of skills/abilities. It just takes longer and consumes more resources than traditional casting. It may take an hour to cast Bulls strength but at least a fighter could. Opens up all kinds of avenues for non-caster item creation and pre-fight buffing. Not to mention travel and other things. Each ritual should be unique and difficult to learn, but it puts a lot into play for non-caster BBEG preperation.

I am in completely the opposite direction of you on this one. Actually, I would prefer it if regular spell casters had to ritually cast some of their more powerful spells. Teleport is a fine example. A standard action to travel hundreds of miles with your entire party is just ridiculous. Make it a 10 minute, or even hour long ritual and you're bridging the gap.

But that's for another thread. Here's what I'd like to see for martial characters:

-Traps viable for PCs. Seriously, there should be some good mechanics for the high level rogue to build some pretty damn lethal traps without ridiculous expenditure. If a mage can cast Rope Trick, Mansion, or whatever without any effort, why can't a Rogue take an hour or two and put up some really, really good traps around the camp?

-Make Fighters master of all things battle- not just the master of hitting things with a weapon hard. How about making "Fighter Level Checks" to learn about the tactics a group of enemies may make? This wouldn't work against some wild animals, but a good Fighter should be able to make inferences about what kind of strategy and tactics a disciplined group of enemies will be making based on things like their formation and gear.

Or how about having mechanics that grant bonuses for Fighters choosing the proper battleground location before hand , or building defensive fortifications, or simply preparing a proper camp?

-Martial classes shouldn't need feats to be able to do anything. So many feats just need to be always available rules options open to anyone. Unseat is the favorite example, but others (like Strike Back) immediately leap to mind. Heck, I personally would go so far as to make things like Power Attack and Weapon Finesse automatic available instead of being feats.

Along the same vein, we really, really need to cut back on feat chains and the like. The Sorcerer can take Overland Flight without having Fly, Levitate, or Feather Fall. But the Fighter can't take Whirlwind Attack without Dodge, Combat Expertise, Mobility, AND Spring Attack. It's obnoxious. And I know Spell Sunder has gotten a lot of Barbarian love lately, and I must agree it is awesome. But I have to ask the question, why must I be a Superstitious Witch Hunter in order to use Spell Sunder?

-Martial classes should have limited access to supernatural abilities without having to do ridiculous multiclassing. One of my favorite ideas is the ability to converse with a single type of animal. It would be a flavorful and useful ability if my Beast Totem Barbarian could talk to dogs. Why can't I do that without becoming a spell caster? I mean these can be anything, really. Maybe you have an attunement to undead and can sense their unnatural presence nearby. Or maybe you have some orc blood in your veins from really, really far down the line, and you gained Darkvision. etc, etc... I would much rather have the option to take a feat to let me speak to dogs than to have a feat that let's me knock people off a horse if I hit them really hard.

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I guess these are more "what martial characters of all levels" need, but they get these things, and they scale appropriately they should have plenty of things to stay interesting at higher levels aside from magical items.


On fighters being the master of all things battle, when I have a miniatures table available (which isn't all that often, maybe 1/4 of the times that I GM), I generally allow the side with the superiority in tactics (i.e. the highest level fighter, semi-fighters get treated for this determination as if they were a lower level fighter, with barbarians (or rangers on their favored ground) being only slightly lesser to define a disproportionate amount of the terrain objects I place on the table. This is for what you'd call meeting engagements. For a prepared position, I let them do considerably more. One of the longstanding fighters with a pedigree back to 1st edition stole a nickname from Lee---the King of Spades---in recognition of his love of a fortified position for his minions when the orcs, trolls, et al came calling.

Silver Crusade

Martial characters should have the means to be fantastic in a fantasy setting without needing a caster to set them up. Caster's shouldn't be the gatekeepers of Awesome. Each martial character should have their own brand of Awesome available that they can achieve through their own class abilities and theme, whether it's impossibly brutal training; blessings from their patron deities/spirits; mastery of their own mind, body, and soul; achieving enlightenment; or overclocking their fighting spirit.

While I don't think martial characters should be dependant on ritual/incantation magic, I do think they should have a place in the game since it feels more like literary magic, can get everyone involved, and provides a good source of folk magic that potentially anyone could dabble in, if they have the appropriate skill for it.

Liberty's Edge

I don't have anything to add (yet, anyways), but just want to quickly mention that this is one of the best and most useful threads in quite a while. I'm messing with a lot of homebrew lately and threads like this give lots of ideas for things to throw in.

Keep 'em coming guys and gals :)


Oh, one other thing. When someone is an Evil Overlord, their class and level affects strongly how well organized in battle their minions will be, especially their closely held ones. Whereas fighting a 15th level wizard's BBEG's minions might be akin to facing WWII Italian infantry, facing a 15th level Fighter's minions will be much closer to fighting the IDF at its peak or the present day US marines or special forces.
They'll have a set of drills in response to most common tactics used by opposition at a high level, and they'll have the initiative at noncommissioned officer level and up to adapt with reasonable ability to things that are totally new or unexpected. They'll also almost certainly have a coherent plan for defending a location as soon as intruders are detected and a fairly quick reinforcement schedule by comparison to the wizard BBEG's forces.


I agree with the notion that giving watered-down magic to non-magic users is not the answer.

Merkatz wrote:
-Make Fighters master of all things battle- not just the master of hitting things with a weapon hard. How about making "Fighter Level Checks" to learn about the tactics a group of enemies may make? This wouldn't work against some wild animals, but a good Fighter should be able to make inferences about what kind of strategy and tactics a disciplined group of enemies will be making based on things like their formation and gear.

This suggestion particularly reminded me of a character named Elliot on the TV show Leverage, who is consistently identifying possible enemy combatants based on specifically identified traits: "It's a very distinctive {hairstyle/gait/sound (referencing bullets)/stance/posture/etc.}"

This would be a good feature for Fighters to be able to develop.


Identifying everything's BAB, percent hit points remaining, and combat feats possessed.

This actually should part of a Knowledge (warfare) skill which fighters and bards would be prone to have.

Every full BAB class, not just Cavaliers, should have the ability to grant other classes teamwork feats they possess.

It's hard to figure out what a master fighter should look like without stealing heavily from the monk.

Many abjuration effects should be available with skills - so a melee character can use their knowledge of folk magic to shut down spellcasters.


LilithsThrall wrote:

Identifying everything's BAB, percent hit points remaining, and combat feats possessed.

This actually should part of a Knowledge (warfare) skill which fighters and bards would be prone to have.

Every full BAB class, not just Cavaliers, should have the ability to grant other classes teamwork feats they possess.

It's hard to figure out what a master fighter should look like without stealing heavily from the monk.

Many abjuration effects should be available with skills - so a melee character can use their knowledge of folk magic to shut down spellcasters.

I don't recommend making it (knowledge/warfare) a knowledge skill (or any sort of skill under the skill points rules for that matter). Doing so means typically that the wizard and bard will have it to better levels than the fighter. Instead, base it off BAB with a bonus for pure fighters.

Sovereign Court

I'd say be masters of their trade, lead armies, raise kingdoms, go on interesting and epic adventures and be pretty tough. Nothing physics defying unless that's the purpose of the class as a whole (say, monk for instance) and keep them grounded.

Let them rely on useful magical gear and work together as a group to succeed at difficult challenges. They got to high level after all so they've probably got some good stuff, made some awesome friends and a lot of enemies along the way.


Lab_Rat wrote:

Seriously. For those who think that casters have all the fun and melee gets the left overs. Check out the barbarian.

Barbarian is the only melee that can stand up to a wizard and win. Check out this thread

This point deserves being repeated.


EWHM wrote:
LilithsThrall wrote:

Identifying everything's BAB, percent hit points remaining, and combat feats possessed.

This actually should part of a Knowledge (warfare) skill which fighters and bards would be prone to have.

Every full BAB class, not just Cavaliers, should have the ability to grant other classes teamwork feats they possess.

It's hard to figure out what a master fighter should look like without stealing heavily from the monk.

Many abjuration effects should be available with skills - so a melee character can use their knowledge of folk magic to shut down spellcasters.

I don't recommend making it (knowledge/warfare) a knowledge skill (or any sort of skill under the skill points rules for that matter). Doing so means typically that the wizard and bard will have it to better levels than the fighter. Instead, base it off BAB with a bonus for pure fighters.

The only way that an Int-based fighter is ever going to be viable is if game designers start making abilities which are beneficial to an Int-based fighter regardless of the existence of wizards.

Having said that, this ability could be modified to allow identification of the BAB of a character as long as that BAB is equal to or lower than the BAB of the person doing the identification.


EWHM wrote:

Fighters should enjoy massive bonuses to rulership and leadership of armies. They should also enjoy moderate bonuses to intelligence networks.

Rogue types should have those two swapped, moderate bonuses to rulership & leadership and massive bonuses to intelligence networks.

Put mechanically, a level 12 fighter might gain +100% on rulership/leadership and +50% on intelligence network success. A level 12 rogue might have +50% rulership/leadership and +100% on his intelligence networks.
A level 12 wizard would have +0% on both.
A level 12 priest would have +50% to both if and only if the nation/intelligence network was exclusively of his particular religion and +0% otherwise, with perhaps even a penalty if his faith was disliked.

I totally disagree with this. The classes doing the ruling are the cha-based classes (Paladin, Bard, and Sorcerer with a partial nod towards the Cavalier). That's the kind of thing charisma is for.


Morgen wrote:

I'd say be masters of their trade, lead armies, raise kingdoms, go on interesting and epic adventures and be pretty tough. Nothing physics defying unless that's the purpose of the class as a whole (say, monk for instance) and keep them grounded.

Let them rely on useful magical gear and work together as a group to succeed at difficult challenges. They got to high level after all so they've probably got some good stuff, made some awesome friends and a lot of enemies along the way.

I'd like to see the elimination of the Christmas tree effect. On the other hand, while I hate the "fighters can't have nice things" problem, it's largely overblown by GMs playing softball with wizards. As long as GMs play softball with a class, no amount of stuff going to other classes will make them equal.


LilithsThrall wrote:


I'd like to see the elimination of the Christmas tree effect. On the other hand, while I hate the "fighters can't have nice things" problem, it's largely overblown by GMs playing softball with wizards. As long as GMs play softball with a class, no amount of stuff going to other classes will make them equal.

Another perspective on the Fighters vs. Wizards debate. I find this much more believable than the Wizard Win Button.


LilithsThrall wrote:
EWHM wrote:

Fighters should enjoy massive bonuses to rulership and leadership of armies. They should also enjoy moderate bonuses to intelligence networks.

Rogue types should have those two swapped, moderate bonuses to rulership & leadership and massive bonuses to intelligence networks.

Put mechanically, a level 12 fighter might gain +100% on rulership/leadership and +50% on intelligence network success. A level 12 rogue might have +50% rulership/leadership and +100% on his intelligence networks.
A level 12 wizard would have +0% on both.
A level 12 priest would have +50% to both if and only if the nation/intelligence network was exclusively of his particular religion and +0% otherwise, with perhaps even a penalty if his faith was disliked.

I totally disagree with this. The classes doing the ruling are the cha-based classes (Paladin, Bard, and Sorcerer with a partial nod towards the Cavalier). That's the kind of thing charisma is for.

Paladins, Bards, and Sorcerors don't need a leg up in the endgame, fighters and rogues do. Also, fighters are portrayed as being the natural rulers all the way back to 1st edition and in the genre in general. Besides, there's a lot more to good rulership than charisma.


EWHM wrote:


Paladins, Bards, and Sorcerors don't need a leg up in the endgame, fighters and rogues do. Also, fighters are portrayed as being the natural rulers all the way back to 1st edition and in the genre in general. Besides, there's a lot more to good rulership than charisma.

1.) Whether or not fighters need a leg up in the end game is a totally seperate question from whether or not that leg up should be in rulership

2.) Charisma has a well-entrenched relationship to leadership/rulership.

3.) No, there's really not a lot more to good rulership than charisma, at least not in DnD (real life being a seperate beast not bound to the oversimplification of a six attribute model) other than certain charisma-based skills like Diplomacy.

When it comes right down to it, though, I'd like to see a Pathfinderized version of Birthright for which to handle rulership and large scale campaigning. This may address some of your concerns.


LilithsThrall wrote:
EWHM wrote:


Paladins, Bards, and Sorcerors don't need a leg up in the endgame, fighters and rogues do. Also, fighters are portrayed as being the natural rulers all the way back to 1st edition and in the genre in general. Besides, there's a lot more to good rulership than charisma.

1.) Whether or not fighters need a leg up in the end game is a totally seperate question from whether or not that leg up should be in rulership

2.) Charisma has a well-entrenched relationship to leadership/rulership.

3.) No, there's really not a lot more to good rulership than charisma, at least not in DnD (real life being a seperate beast not bound to the oversimplification of a six attribute model).

on 1), I disagree. Any new mechanics should be chosen with at least an eye given towards who will benefit from them. Historically, in 1st edition, fighters got a substantial bonus in rulership relative to other classes (being, if I recall, 40% better at it than mages 7 sp/citizen vs 5) excelled only by clerics who had fanatical religious followers.

2) Charisma is important I agree, but it is, and should be, less important than one's class level.

3) If you consult the Companion rules from B/E/C/M/I under domain confidence, the base confidence level of a dominion is the sum of all 6 of the ruler's attributes. So insofar as precedents exist, they are going in my direction.


EWHM wrote:

on 1), I disagree. Any new mechanics should be chosen with at least an eye given towards who will benefit from them. Historically, in 1st edition, fighters got a substantial bonus in rulership relative to other classes (being, if I recall, 40% better at it than mages 7 sp/citizen vs 5) excelled only by clerics who had fanatical religious followers.

I need you to quote where in 1e you are referencing so that I can look it up. At this point, I don't even know what you mean by "substantial bonus in rulership" that the fighter received, nor how his alleged substantial bonus vs. mages (magic users?) is relevant vs. Paladins, Bards, and Sorcerers (the classes we're discussing). Also, I'm concerned about going all the way back to 1e (what is that, over two decades) when there is a lot of more recent precedent - the leadership score being the most obvious one.

EWHM wrote:


2) Charisma is important I agree, but it is, and should be, less important than one's class level.

Taking leadership as an example, it is a combination of the charisma score, the unspecified class score, and a couple of misc modifiers. It's hard to say which is more important.

EWHM wrote:


3) If you consult the Companion rules from B/E/C/M/I under domain confidence, the base confidence level of a dominion is the sum of all 6 of the ruler's attributes. So insofar as precedents exist, they are going in my direction.

What is "B/E/C/M/I" an abbreviation for?

I think, at this point, it may help if you clarify what you see as the differences between rulership and leadership and -please- don't make it brief.


LilithsThrall wrote:


I need you to quote where in 1e you are referencing so that I can look it up. At this point, I don't even know what you mean by "substantial bonus in rulership" that the fighter received, nor how his alleged substantial bonus vs. mages (magic users?) is relevant vs. Paladins, Bards, and Sorcerers (the classes we're discussing). Also, I'm concerned about going all the way back to 1e (what is that, over two decades) when there is a lot of more recent precedent - the leadership score being the most obvious one.
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What is "B/E/C/M/I" an abbreviation for?

I think, at this point, it may help if you clarify what you see as the differences between rulership and leadership and -please- don't make it brief.

BECMI refers to a version of d&d that was around pretty much at the same time as 1st edition D&D, though it was published for around 5 or 6 years longer.

http://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Dungeons_.26_ Dragons.2C_or_the_Basic_Set_and_its_sequels

It started with Basic Edition, then Expert, Companion, Master, and Immortal rules. Hence it is often called "BECMI." Sometime in the 90's all these rules were compiled in one volume called the Rules Codex, the "RC."

There are a number of differences between BECMI and 1e d&d, but I'm not going to get into the nitty gritty, races as classes, some significant spell differences, rogues maybe sucking more than in 1e even.

To give you an idea of why it was different from any other edition of d&d here are 3 wiki snippets about the Companion, Master, and Immortal rules:

Companion

"The Player's Companion covers information on character levels 15-25.[5] The book begins with commentary on the changes since a character began as an adventurer at first level.[6] The book introduces new weapons, armor types, and unarmed combat rules.[6][5] The book provides details on running a stronghold and its recurrent costs, such as wages of the castle staff. The Player's Companion details the new abilities and increases in skills, spells, and other abilities that accrue to members of each character class as they rise in level. This section concentrates wholly on human characters, treating dwarves, elves, and halflings separately.[6]

The DM's Companion begins with general guidelines on running a campaign and planning adventures for characters of level 15 and higher. The introduction also constructs a feudal system to provide a basis for the dominions which will be granted to or conquered by the player characters. This section ends with notes on the organization and running of tournaments. The next section is "The War Machine", a method for coping with large scale battles, especially those in the campaign's background.[6] This book covers running high-level campaigns, including mass combat, other worlds and planes, and new monsters and treasure, and contains three mini-scenarios.[5"

Master

"The Master Player's Book expands the spell lists for the cleric, magic-user, and druid classes. The book adds to the range of attack ranks for demihuman characters. The book provides rules for Weapons Mastery, a form of weapon specialization and proficiency, where the character starts as a Novice and rises to the rank of Grand Master. There is also a table listing all the weapons found in the D&D game, including all the restrictions (two-handed, use only in melee, etc.), costs, weights, damage at different levels of Mastery, defense uses, and special effects.[6] This book includes experience rules, abilities, and spells for higher-level characters, new armor and weapons, and guidelines for sieges and siege equipment.[5]

The bulk of the Master DM's Book is taken up with an expansion to the lists of magical items and monsters. This book provides a set of firm guidelines for the DM on how to cope with such a high-magic, super-powerful campaign, including how to cope with the paperwork of having players run small empires, and a section on balancing encounters. The book introduces the concept of Anti-Magic, a property possessed by the game's Immortals, and certain monsters like beholders, which reduces or nullifies the effects of magic within its sphere of influence.[6] This book covers rules for character-ruled realms, reality shifts, nonhuman spellcasters, and artifacts."

Immortal

"Immortals Rules deals with player characters that have successfully followed the courses laid out in the Master Rules for attaining immortality.[7] This set adds a system of power points; upon achieving immortality, characters exchange all of their experience points for power points at a rate of ten thousand to one. Power points can be expended to permanently enhance attribute scores, and form a magic point system to fuel a character's new range of special abilities. Immortals advance in ranks instead of levels; a character must keep a certain balance of power points to maintain a rank, and must compete in the Olympics to gain promotion to the next rank.[7] The combat and magic systems are also expanded to take into account the new Immortal powers.[7] Each Immortal player character has an abundance of powers, literally able to cast any magic spell in addition to new combat abilities.[6] The rules cover transhuman Immortal characters, their powers, artifacts, and relationships with other Immortals, and their ability to create personal "home planes".[5] The set also includes new powerful monsters, and suggestions for adventure scenarios.[5]

The set describes the history of Immortals within the D&D game: once there were only three Immortals, who discovered the multiverse, and decided to give it order and purpose.[6] This set expands the D&D multiverse system, with an Astral Plane that permeates and connects the whole of the multiverse.[7] In addition to the Astral Plane, there are also the Prime Material Plane, elemental planes, the Ethereal Planes, and many outer planes; these outer planes range from mono-spatial attoplanes (about 1/3" big) to penta-spatial teraplanes (about 851 billion light-years big).[6] The set provides notes for the Dungeon Master (DM) for running Immortal campaigns, covering the goals of Immortals and their place within Immortal society, including duties and responsibilities.[7] The DM plays the roles of the Immortals' superiors, the Hierarchs of each sphere.[7] There are also sample plots for Immortal adventures, and twenty-two pages worth of monsters; this includes a range of demons which originally appeared in Eldritch Wizardry.[7]"

If you are really interested you can download a retro clone version of the RC here:

http://darkdungeonsblog.wordpress.com/

I'm not sure how he was differentiating between rulership and leadership. I could make some guesses, but I don't know for sure.

Bear in mind though that BECMI came about in an earlier version of the game. It just doesn't matter in 3.x/Pathfinder that a 15th level fighter has a keep, a guaranteed income, and has a historian sage, a geographer sage, a magic user to make items, and a company of fighting men he can afford to give mounts and splint mail. Nor that he has hippogryphs in his stable.

Dark Archive

Move and full attack, nothing less, nothing more. The holdover from 3.5 having melees only get 1 attack after move leaves them nerfed from 6 onwards, and makes melee monsters much less threatening as well. Yes, I know yOu can get pounce, but charge is so easily disrupted as to make this option fairly useless as well. And vital strike is a joke when very little of your damage actually comes from base weapon.

Archers can keep up / be amazing at high, especially now that cluster shot gets around that DR problem.

I think they have AC and power, even without as many options as Mage-types. Full attack after move would also make the otherwise awful two-weapon combat a viable option, and pump weaker classes like monk and rogue.


Mikaze wrote:
While I don't think martial characters should be dependant on ritual/incantation magic, I do think they should have a place in the game since it feels more like literary magic, can get everyone involved, and provides a good source of folk magic that potentially anyone could dabble in, if they have the appropriate skill for it.

That's what I meant. You just put it far more eloquently than I.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Enchanter Tom wrote:
Without, y'know, casting spells.

Umm.... roleplay? I assume you're talking out of combat since combat abilites are pretty much defined. You'll have collected a bunch of toys to play with, people to interact with, and things to do. When Rary the Traitor moved his towr to the Bright Desert, it was Robilar the Fighter who mobilised the Paynim armies.

But quite frankly, a campaign that actually makes it to 20th level should have a cargo ship of unique house rules and unique events and rewards. Maybe by this time the Fighter has eaten the heart of a partiuclarly magical dragon and he know can "Speak with Animals" at will. Maybe he's made very judicious use of a Rod of Splendor when entertaining the right people and with the help of his adventuring friends, has secured a position of influence.

Maybe it's thanks to said fighter that the Wizard finally got a plot of land where he could build the tower of his dreams.

Note the cooperative element in the last examples. Because even at 20th level, it's a game of cooperation, not solo islanders.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
LilithsThrall wrote:


The only way that an Int-based fighter is ever going to be viable is if game designers start making abilities which are beneficial to an Int-based fighter regardless of the existence of wizards.

There's a boatload of int-based Fighter feats in Ultimate Combat.


Now I agree that a lot of the melee classes need help at the high levels when compared to casters. However, I will point out some of the awesomeness that barbarians can do at high levels which fits into what you all want to see in a high level melee character.

Barbarians have:
Superstition - Ridiculousness saves. Up there with the monk and the paladin
Str Surge - Add my level to any CMB or CMD check 1/rage
Beast totem tree - natural armor, natural attacks (d8 claws), and POUNCE
Clear mind - reroll a will save 1/rage
Come and Get Me - Make an AoO everytime some one attacks you, 1AoO/attack. This can give you 5 extra attacks at full BAB.
Ghost Rager - Do normal damage to incorporeal creatures and add superstition bonus (can be as high as +13) to touch AC
DR - Invulnerable rager has DR10/- and DR20/- against non-lethal damage
Knockdown/Knockback - make bullrush/trip attacks with any weapon as part of an attack
Spell Sunder - Sunder check to dispel any spell 1/rage
Unexpected strike - make an AoO when someone takes a 5ft step 1/rage

Now alot of the barbarians power are 1/rage, but at lvl 17 (or earlier if you become immune to fatigue) you can rage cycle and each of these powers is now 1/round.


I felt like the concept of Tomb of Battle handled this nicely, but unfortunately the terrible execution(balance, power cards, grammar, and the like) left it nigh unusable.

*Edit*

Wanted to add that I am a big fan of some of the ninja abilities. They are certainly a step in the right direction and I hope we see some more supernatural abilities along these lines.


Tiny Coffee Golem wrote:
Mikaze wrote:
While I don't think martial characters should be dependant on ritual/incantation magic, I do think they should have a place in the game since it feels more like literary magic, can get everyone involved, and provides a good source of folk magic that potentially anyone could dabble in, if they have the appropriate skill for it.
That's what I meant. You just put it far more eloquently than I.

An example of a good ritual is in one of the 3.5 books the name of which escapes me.

Basically you need certain skill ranks and knowledge of the ritual.

You and a certain amount of people sit in this sweat lodge while you tell the story of a great warrior (which takes a certain amount of time and requires some checks). At the culmination of the story the sweat lodge catches fire and instantly burns to the ground. The participants then find themselves on the Nortic Plane of battle. Essentially it's a stylized plane shift and I absolutely LOVE the flavor. I imagine stuff like this that accomplishes other Magic things, but is harder and more time consuming.

Liberty's Edge

Tiny Coffee Golem wrote:

An example of a good ritual is in one of the 3.5 books the name of which escapes me.

Basically you need certain skill ranks and knowledge of the ritual.

You and a certain amount of people sit in this sweat lodge while you tell the story of a great warrior (which takes a certain amount of time and requires some checks). At the culmination of the story the sweat lodge catches fire and instantly burns to the ground. The participants then find themselves on the Nortic Plane of battle. Essentially it's a stylized plane shift and I absolutely LOVE the flavor. I imagine stuff like this that accomplishes other Magic things, but is harder and more time consuming.

I believe that is here.


LilithsThrall wrote:
EWHM wrote:

on 1), I disagree. Any new mechanics should be chosen with at least an eye given towards who will benefit from them. Historically, in 1st edition, fighters got a substantial bonus in rulership relative to other classes (being, if I recall, 40% better at it than mages 7 sp/citizen vs 5) excelled only by clerics who had fanatical religious followers.

I need you to quote where in 1e you are referencing so that I can look it up. At this point, I don't even know what you mean by "substantial bonus in rulership" that the fighter received, nor how his alleged substantial bonus vs. mages (magic users?) is relevant vs. Paladins, Bards, and Sorcerers (the classes we're discussing). Also, I'm concerned about going all the way back to 1e (what is that, over two decades) when there is a lot of more recent precedent - the leadership score being the most obvious one.

EWHM wrote:


2) Charisma is important I agree, but it is, and should be, less important than one's class level.

Taking leadership as an example, it is a combination of the charisma score, the unspecified class score, and a couple of misc modifiers. It's hard to say which is more important.

EWHM wrote:


3) If you consult the Companion rules from B/E/C/M/I under domain confidence, the base confidence level of a dominion is the sum of all 6 of the ruler's attributes. So insofar as precedents exist, they are going in my direction.

What is "B/E/C/M/I" an abbreviation for?

I think, at this point, it may help if you clarify what you see as the differences between rulership and leadership and -please- don't make it brief.

1. Player's handbook, under each class description, generally at what used to be 'Name' level. Charisma stat had no bearing on your followers/rulership, although it did affect morale, reactions, and the maximum number of henchmen.

2. I'm not fond of leadership as a feat, as it has always struck me as way way too meta. PCs obtain henchmen and followers in game when I'm running things, with steadily decreasing difficulty as they gain levels (high level fighters really have to work to avoid having followers---source material for this includes Conan.
3. B/E/C/M/I is an abbreviation for basic/expert/companion/masters/immortal set. Specifically, most of the domain rules are in the companion set, with some additions in the masters and immortals sets.
A lot of what you're looking for is contained in that. The old Battlesystem also was a good reference.
In essence, rulership is the ability to run a very large organization efficiently and well. Good rulers will get far more done per unit of taxes than bad ones. Charisma is very useful for getting started, but a nation where the ruler can credibly claim that things are better since he took power and will be yet better for your children is a much larger factor. In the relevant genre source material, the common people desperately want a ruler that they can look up to and to some extent identify with. They want a guy who they can say said to them 'Who bleeds with me will be my brother', to borrow from Henry V. They prefer the magi of the world serve as Merlin did, as advisors and support to their King. The other archetype of King is the merchant prince, who is represented by the rogue. His kingdom typically has advantages over the warrior king's in the sphere of intelligence/espionage and diplomacy and trade. Both have substantive advantages over the caster realms.


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Austin Morgan wrote:
Tiny Coffee Golem wrote:

An example of a good ritual is in one of the 3.5 books the name of which escapes me.

Basically you need certain skill ranks and knowledge of the ritual.

You and a certain amount of people sit in this sweat lodge while you tell the story of a great warrior (which takes a certain amount of time and requires some checks). At the culmination of the story the sweat lodge catches fire and instantly burns to the ground. The participants then find themselves on the Nortic Plane of battle. Essentially it's a stylized plane shift and I absolutely LOVE the flavor. I imagine stuff like this that accomplishes other Magic things, but is harder and more time consuming.

I believe that is here.

That's it! Thank you.

Hrothgar’s Journey:

Conjuration (Teleportation)
Effective Level: 6th
Skill Check: Knowledge (arcana) DC 20, 2 successes; Perform (oratory) DC 20, 4 successes
Failure: 5d6 points of fire damage to caster
Components: V, S, M, SC, B
Casting Time: 60 minutes
Range: Touch
Target or Targets: Caster plus four to twelve other creatures
Duration: Instantaneous
Saving Throw: Will negates (harmless) (DC 16 + caster’s Cha modifier)
Spell Resistance: Yes (harmless)
Hrothgar’s journey is an incantation based on the tale of Hrothgar, a powerful barbarian hero from ages past. When the poetic epic of Hrothgar is recited in the stifling heat of a sweat lodge during the winter solstice, the orator and his listeners receive the same final reward that Hrothgar did: a one-way trip to Ysgard’s plain of Ida, where they can drink and make merry with the greatest warriors of myth.

To cast the incantation, the caster must construct a small, windowless hut in the middle of the forest, then build a bonfire in the hut’s center. At least four and up to twelve others accompany the caster into the hut. Then the flames are lit and the telling of the tale of Hrothgar begins.

Because the bonfire is large and the hut is small, the atmosphere inside quickly gets stiflingly hot. This is the incantation’s backlash; unlike most backlash components, it affects the incantation’s other targets as well as the caster. Any creature inside the hut must make a Fortitude save every 10 minutes or suffer the effects of severe heat (as described in Heat Dangers).

Just as the tale of Hrothgar approaches its conclusion (near the end of the casting time), the bonfire’s flames light the hut on fire, which creates a great deal of smoke but no additional heat or damage. If the final skill check succeeds, the flames consume the hut’s roof and walls, revealing the plain of Ida on the plane of Asgard.

Material Component
A windowless, thatched hut in a forest.

Backlash Component
Severe heat.

Extra Casters
Four required; they provide the dialogue for other characters in the epic of Hrothgar.

Campaign Use
Hrothgar’s journey is well within the reach of mid-level PCs, especially bards. Of all the Outer Planes, Ysgard is perhaps the most hospitable to PCs and the easiest to work into an ongoing campaign, so the incantation may be a good way to whet the players’ appetite for planar travel without opening up the entire cosmology. In the hands of NPCs, Hrothgar’s journey can be an escape route for the barbarian raiders the characters have been chasing for months. Or a mischievous NPC bard can beckon the PCs into a warm hut on a cold winter’s night, promising them a wondrous reward if they just listen to a tale…


EWHM wrote:

1. Player's handbook, under each class description, generally at what used to be 'Name' level. Charisma stat had no bearing on your followers/rulership, although it did affect morale, reactions, and the maximum number of henchmen.

2. I'm not fond of leadership as a feat, as it has always struck me as way way too meta. PCs obtain henchmen...

Here's the problem, though. In 3x and Pathfinder, Charisma has been drastically changed from what it meant in 1e. For example, Use Magic Device and Handle Animal are now based under Charisma. In 3x, Charisma refers to a person's dominion over the world around him. Pathfinder is not 1e and to ignore the changes between the editions of the game (which include the changes to what attributes mean) is an error. You say that rulership is the ability to lead others by virtue of such statements as 'Who bleeds with me will be my brother'. In 3x, that's leadership (the verb, not the feat). As such, it falls under charisma.

It's worth noting that Birthright (the 2e setting where things like rulership were put front and center) gave all the classes their own demesnes of rulership. It indicated a significant break between 1e and 2e wrt rulership. A similar significant break happened between 2e and 3e.

Sovereign Court

LilithsThrall wrote:
I'd like to see the elimination of the Christmas tree effect. On the other hand, while I hate the "fighters can't have nice things" problem, it's largely overblown by GMs playing softball with wizards. As long as GMs play softball with a class, no amount of stuff going to other classes will make them equal.

I've never really understood why they were supposed to be equal in the end. They certainly aren't equal in the beginning after all.

Why should a guy wielding two feet of steel be able to do the same amount of stuff as someone who can stop time, summon swarms of monsters and alter the way people thing should?

It's a game so I suppose there is an amount of balance assumed but I guess the tricks to 'turn off' a spell caster are kind of cheap if used all the time. "Okay, another anti-magic zone is in this room too? Great..."

I think a bit of the problem might be the change in how long it takes to prepare higher level spells from older editions. Preparing a ninth level spell used to be an effort, not just something you did with everything else. :)

Liberty's Edge

I think the following really needs to be emphasized: If you are above ~ level 6 you are already, to some extent, supernatural. If you are above level 10 you are considered a legend (see Legend Lore, the spell).

This means that the dude wielding 2 feet of steel is not really just a dude with two feet of steel, but rather a supernatural being of immense power that just happens to use 2 feet of steel as his focus.

To me, there is absolutely no reason that a level 11+ feat could not be something crazy like "once per round when you attack you can treat that attack as having reach as a wave of kinetic energy explodes outward toward your target." This would be (Su), but still not spells.


Ashiel wrote:

My personal opinion is they need to do sweet things that are beyond mortal understanding without actually casting spells. As much as a lot of people would hate to hear it, Warriors from World of Warcraft would be an excellent example of the types of things that high level martial characters should be able to do. High level warriors do crazy stuff like...

Dive into swarms of enemies while swinging their 2-handed weapon around violently in a tornado motion for massive area of effect damage (and I do NOT mean Whirlwind Attack).

Deflect magic with a shield. In WoW, if a magician attempts to cast a targeted spell on a high level warrior, they can literally reflect the spell back at the caster, similar to a spell-turning (doesn't work for AoEs of course, but stuff like scorching ray, disintegrate, or hold person would be fair game).

Preform an unstoppable charge over a great distance. High level warriors in World of Warcraft can actually break out of snare effects such as entangle, being frozen, and across terrible terrain to get right to their foes. This would be like acting as if under the effects of freedom of movement when you preform a charge.

Damage over time effects. A fairly simple but effective option for warrior types should be the ability to pour on some heavy bleed damage or similar. If you can wound a foe so that they suffer 1d6/4 levels plus your strength modifier bleed damage, it at least gives them a way to force a foe to go on the defensive (ok, so now the mage is taking an average of damage every turn until they spend actions to use a cure light wounds potion or something, and casting a spell is DC 26 + spell level vs ongoing damage).

Delayed damage and conditions. Give them the option to delay the effects of a condition or even death for a round, which could give them a second chance versus such conditions. You get turned to stone? It takes longer to transmute your body. Stunned? You grin and bear being kicked in the cajones for six more seconds. Take a sword through the heart? You...

In my homebrew, I'm working essentially at this, plus reworking domains and schools, and dividing class features in a way combat does not steal to non-combat.

Every class has something magic, but the more mundane ones only have a bigger control over equipment and are the best weapon and armor crafters (fighters) or have old abilities merged and reworked (rogues steals things froms PrCs).


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Morgen wrote:

I've never really understood why they were supposed to be equal in the end. They certainly aren't equal in the beginning after all.

Why should a guy wielding two feet of steel be able to do the same amount of stuff as someone who can stop time, summon swarms of monsters and alter the way people thing should?

It's a game so I suppose there is an amount of balance assumed but I guess the tricks to 'turn off' a spell caster are kind of cheap if used all the time. "Okay, another anti-magic zone is in this room too? Great..."

I think a bit of the problem might be the change in how long it takes to prepare higher level spells from older editions. Preparing a ninth level spell used to be an effort, not just something you did with everything else. :)

A 20th level fighter isn't mundane, he's superhuman. He's Justice League Batman as compared to Zatana. He's Jason as compared to Medea. Yes, a wizard can stop time, if he's got the time available to cast the spell. The fighter should be able to skewer him with a javalin before the wizard gets the spell off.

And, again, even without doing anything hokey like putting anti-magic zones up everywhere, the wizard (at least when the GM isn't playing softball) isn't so much more powerful than the fighter. So, the fighter doesn't need all that much more of a power boost to put him where he needs to be.


Lab_Rat wrote:

Now I agree that a lot of the melee classes need help at the high levels when compared to casters. However, I will point out some of the awesomeness that barbarians can do at high levels which fits into what you all want to see in a high level melee character.

Barbarians have:
Superstition - Ridiculousness saves. Up there with the monk and the paladin
Str Surge - Add my level to any CMB or CMD check 1/rage
Beast totem tree - natural armor, natural attacks (d8 claws), and POUNCE
Clear mind - reroll a will save 1/rage
Come and Get Me - Make an AoO everytime some one attacks you, 1AoO/attack. This can give you 5 extra attacks at full BAB.
Ghost Rager - Do normal damage to incorporeal creatures and add superstition bonus (can be as high as +13) to touch AC
DR - Invulnerable rager has DR10/- and DR20/- against non-lethal damage
Knockdown/Knockback - make bullrush/trip attacks with any weapon as part of an attack
Spell Sunder - Sunder check to dispel any spell 1/rage
Unexpected strike - make an AoO when someone takes a 5ft step 1/rage

Now alot of the barbarians power are 1/rage, but at lvl 17 (or earlier if you become immune to fatigue) you can rage cycle and each of these powers is now 1/round.

It seems that lab rat is on some people's ignore, so repeating this point as well. Barbarians get to do some amazing things, without having it come across as just some spells that they can cast. I would really like to see fighter's get some fighter only feats that did some cooler stuff.


There is blood in my hands there is blood in my eyes
With blood in my voice I scream as you die
Thirsting for vengeance and mounds of the slain
Shaking the forest onto the plain

Fierce is my blade fierce is my hate born to die in battle
I laugh at my fate
Now pay in blood when your blood has been spilled
You're never forgiven death is fulfilled !

The clash of honor calls to stand when others fall
Gods of war feel the power of my sword

THAT is what a high-level martial should do... perform feats of physical and martial prowess far beyond what mortal men can do. And they shouldn't have to rely on wizards and clerics to do it. To make them even better... yes. But not rely on them to do appropriate amounts of damage and have an AC that matters. Or to reach their enemies.

Part of it should be mechanics. A fighter should have amazing jumping capability, speed and reactions. His sword should cleave through dragon wings, while his grip should be like sovereign glue on it's back. Anybody who has played Dawn of War knows about the sync-kills, where the Force Commander leaps into the air to smack a Bloodthirster around before sending it to the ground. Fighters should be able to do that to a balor.

The other part... should be a change in the base assumptions about encounters. Instead of a flat plain where the dragon is unreachable by anybody who can't teleport onto it's back, it should take place beside a cliff the fighter can fling himself off of. Terrain elements should allow him to vault off a crumbling balcony in the ruins onto it. Rules for sharing spaces should allow a fighter to attack it while on it's back.


Just as an idea, from the d20 srd (the 3.5 one) there are a couple of class features of the Legendary Dreadnought epic class that I think would be appropriate for a fighter.

http://www.d20srd.org/srd/epic/prestigeClasses/legendaryDreadnought.htm

Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per day, plus one additional time per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable once per day, plus one additional time per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:

A grapple check made to avoid being grabbed with the improved grab ability.

A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.

A Strength check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.italics

I think these would be fitting abilities to add to a fighter. I would change them some though. Like instead of a flat 20 bonus to the roll I'd have it be like a +1 per level, minimum of 5 (for the low levels of 1-5). And I think getting an additional use every 5 levels might be too much (though the barbarian abilities and the rage cycling they can do when they get some kind of fatigue immunity kind of makes me think otherwise). I think it should be like one use of Unmovable and Unstoppable at say 3rd, 9th, and 15th levels.

Something like that anyway.


I look at these threads and kind of wonder what happened to the ability of a GM and a player to work out between them how a character might do certain things without deciding to overburden the game with more rules.

If a player needs to have his perceived power level or capabilities changed, there isn't anythign wrong with working something out. One suggestion, of being able to tell a creature's basic combat ability as a skill is one point of reference. A fighter, who has been trained in combat so thoroughly that he can often carve golems apart without magical assistance, or slay demons armed with just a sword, should be able to determine a monster's basic abilities in combat. Why not use the same mechanic as other abilities granted by class abilities, 10+1/2 the melee character's level modified by one of his mental stats - wisdom is the obvious, but there isn't any reason not to substitute intelligence. Most people will put at least a few points in wisdom to keep their fighter's will saves up. Make the DC equal to the monster's HD or CR rating. Make the information appropriate to the monster.

"...the glistening slime along the thing's tentacles isn't wholesome - in fact, with no claws or teeth to attack with, it's probably poisonous instead..." That's useful information without telling him that it's actually a transformation-inducing fluid on the aboleth's tentacles.

With the ability to fight powerful opponents strictly though the use of feats and their class abilities, and the ability to forge magical items such as Arms and Armor and Wondrous Items, you can have fighters who do things like craft the Doom of the Darksword, or have the Master of Weapons from the Shanarra series. They didn't have special, mystical abilities - one completely lacked magic, and the other was just good at killing everything. Giving them 'special powahs' is just trying to rehash the edition wars. I read this thread and see arguments used by 4e players in threads in other forums all the times.

In the end, it's a matter of what the player and GM work out between themselves. A fighter in AD&D just had damage, and number of attacks. But the wizard didn't - COULDN'T survive without him. Fighter's special abilities were always things the gamemaster gave to him for roleplaying reward, or things he worked with the GM to gain for himself through adventure. I can see the reasoning behind the arguments, and wanting to 'refluff' or 'give special abilities', but as it stands, PF is putting that power back in the GM's and the player's hands - where it belongs. the tools are already there. It would be far better to remind people that they can use them and how to use them, rather than trying to rebuild the system.

Just an opinion.


Andy Ferguson wrote:


It seems that lab rat is on some people's ignore, so repeating this point as well. Barbarians get to do some amazing things, without having it come across as just some spells that they can cast. I would really like to see fighter's get some fighter only feats that did some cooler stuff.

No prob. I just wanted to throw it out there as an example of the kind of supernatural abilities that melee classes could have (and that barbarians do have). Nothing says melee juggernaut like sundering a prismatic wall spell with a hammer and force of will.

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