Fighter rewrite. Thoughts?


Homebrew and House Rules


Here. I took a stab at rewriting the fighter.


*bump*


Marthkus wrote:
Here. I took a stab at rewriting the fighter.

I enjoy that your fighter rewrite also fixes Vital Strike :P

My only suggestion is a reminder that being able to roll 2 dice at take the best result/worst result is one of the better buffs/debuffs in the game. Taking the best doubles your chance of a critical success, and makes your chance of a rolling a 1 a 1/400. It's a really powerful effect, and I'd be hesitant to give it to any class as much as you did.

I really like it on the maneuvers, but am not so much of a fan when it comes the saving throws and armor mastery. For the saving throws I might make it a #/day power. I don't know if I would make it part of armor mastery or not.


I think rolling several dice and taking the better is generally a great mechanic. It doesn't heighten the roof of what's possible, but it means the expert will very rarely fail due to just bad luck.

To me, if there's something that the "mundane hero" should be great at, it's being reliable.

It also has kind of diminishing returns; each dice added gives less than the previous. This means there's less issue with things stacking "too well".

Iirc, roll 2 dice, take the highest, equates to on average about a +3 bonus. But roll 5 dice, take the highest, does not equate to a +12 bonus.


I´m not too keen on a few of the things in there. Soldier training adds RP involvement to the class that it does not necessarily have (not every fighter is a soldier, and vice versa), and some of the armor training options seem a bit tacked on (elemental resistance, for example). The boost to bravery is good and only to be expected, considering that near all similar level-dependent features give 1/2 class level. Basically some of the abilities seem a bit like pigeonholing the fighter in certain styles and not others.

Some suggestions:

- 4+int skill points for at least some fighters (this was actually introduced as far back as the PF Campaign setting book). Adding skills such as survival, knowledge (nobility) etc. can help, and pigeonhole the class less than the current soldier feature

- bravery could also add to other specific saves and effects (stabilizing, reflex vs splash weapons and fortitude to resist exhaustion if you want to press on the fighting man archetype). Rerolling saves can help a lot.

- If you want to turn on the mechanical abilities, armor training giving better AC and possibly WT giving you further bonuses when you are fighting someone with those weapons. I´m not fan of rolling 2 dice all the time, but rerolling a missed attack per round is a nice mid/high level bonus.


The Shaman wrote:
Soldier training adds RP involvement to the class that it does not necessarily have (not every fighter is a soldier, and vice versa), and some of the armor training options seem a bit tacked on (elemental resistance, for example).

I was worried about that, but I'm not sure how true that is. Soldier is a very broad and vanilla term that covers a wide range of archetypes. I don't know how you can be a Lord of the Battlefield without being a soldier of some sort. Something to keep in mind is that soldier does not necessarily mean disciplined.


Marthkus wrote:
The Shaman wrote:
Soldier training adds RP involvement to the class that it does not necessarily have (not every fighter is a soldier, and vice versa), and some of the armor training options seem a bit tacked on (elemental resistance, for example).
I was worried about that, but I'm not sure how true that is. Soldier is a very broad and vanilla term that covers a wide range of archetypes. I don't know how you can be a Lord of the Battlefield without being a soldier of some sort. Something to keep in mind is that soldier does not necessarily mean disciplined.

Change it to "Professional Training," perhaps?


Pretty cool. I, too, love the Vital Strike fix.


Stabs aren't the fighter's problem. Sorry, I can't help the puns. :)


Squirrel_Dude wrote:
Marthkus wrote:
The Shaman wrote:
Soldier training adds RP involvement to the class that it does not necessarily have (not every fighter is a soldier, and vice versa), and some of the armor training options seem a bit tacked on (elemental resistance, for example).
I was worried about that, but I'm not sure how true that is. Soldier is a very broad and vanilla term that covers a wide range of archetypes. I don't know how you can be a Lord of the Battlefield without being a soldier of some sort. Something to keep in mind is that soldier does not necessarily mean disciplined.
Change it to "Professional Training," perhaps?

Maybe. Idk

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