Why aren't you fixing the fighter?


Pathfinder First Edition General Discussion

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Aelryinth wrote:

well, Bravery could stand an upgrade. It's worse then Trap Sense as a class feature, and that's saying something.

==Aelryinth

Agreed. Armor Training could use a boost, too. Half of the reason for that class ability is just to show you that you need to spend MORE money on MORE ability scores late game if you want that feature to do anything at all. If it provided DR 1/- at level 3 and scaled that benefit accordingly, we could put something else in Armor Mastery's slot. Something actually WORTH it.

Mostly, I think that if feats were fixed to not be giant chains that required insane levels of investment to do one stupid thing fairly well, Fighters would be pretty much fine. I don't expect it, but if something to address that were included in Unchained, I'd be ecstatic.


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You know what would make DPR calculations more accurate? Have the PC in question make a level appropriate save every other round. That would give you a better ballpark for the actual damage output of a "combat" class.


Athaleon wrote:


In before someone tells you that the Fighter is better because he can do it an unlimited number of times per day.

Realistically how much is that worth? Because most theory seem to speak as if 1-3 fights in one day, resting always an option, Batman prep-time and foreknowledge, no urgency, and enemies that are ill equipped to combat spellcasters.

I think the Fighter is difficult to fix because realistically anything that a fighter would have access to in terms of combating things in an increasingly magical world would be accessible to anyone due to it's mundane nature and thus casters will live in a hellhole where silver bullets to their strategies are sold at every dollar store.


Malwing wrote:
Athaleon wrote:
In before someone tells you that the Fighter is better because he can do it an unlimited number of times per day.

Realistically how much is that worth? Because most theory seem to speak as if 1-3 fights in one day, resting always an option, Batman prep-time and foreknowledge, no urgency, and enemies that are ill equipped to combat spellcasters.

I think the Fighter is difficult to fix because realistically anything that a fighter would have access to in terms of combating things in an increasingly magical world would be accessible to anyone due to it's mundane nature and thus casters will live in a hellhole where silver bullets to their strategies are sold at every dollar store.

A fighter's "unlimited sword" really just means they don't have tactical resource expenditures and thus few tactical options.

Sadly a fighter's tactical resources is generally the potions they have and maybe the occasional wondrous item.


Malwing wrote:
Athaleon wrote:


In before someone tells you that the Fighter is better because he can do it an unlimited number of times per day.

Realistically how much is that worth? Because most theory seem to speak as if 1-3 fights in one day, resting always an option, Batman prep-time and foreknowledge, no urgency, and enemies that are ill equipped to combat spellcasters.

Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

The only thing that can put a crimp on this is urgency, which is dependent entirely on the campaign's plot. And a DM can't overuse that, since his players will start to feel railroaded if he does.

In any case, the Fighter still has resources he can run out of: Hit Points, and the party's ability to either heal him or prevent him from taking damage. The latter can come about with buffing the Fighter, but also by killing or debilitating enemies before they can deal damage. If 3 of 4 party members have to stop and rest, it doesn't matter if the Wizard still has a ton of spells left over, or the Fighter's bonuses are passive. You stop and rest too, because you Do Not Split The Party.


Thomas Long 175 wrote:

Yeah, their AC isn't crap. Even at mid levels the stacking natural armor bonus really starts to show. (+2 by level 6, nearly evening out the difference between breastplate and fullplate, not to mention the difference between mithral breastplate and mithral fullplate is over 6000 gold. And if your fighter doesn't take mithral fullplate he waits till level 11 to get back up to 30 feet per round)

Fighters move full speed in heavy armor at level 7 not 11. The barbarian won't have Mithril full plate until around 6 or 7. At level 7 the barbarian will have spent 5200 GP for +1 mithril breastplate that grants AC 7 with max dex of +5. At level 7 the fighter will have spent 5650 GP for +2 full plate that grants AC 11 with a max dex of +3. If they both have max dex for their level (barbarian will never have 20 dex as they're usually keyed to strength and con, where the fighter should be investing in some dex to maximize his armor training) and the barbarian takes the beast totem route the barbarian will still be 2 AC behind the fighter. Since the barbarian will probably not have AC to max out the dex he will fall even further behind. This is a 15-25% easier chance of hitting the barbarian over the fighter which is why barbarians generally require more healing. Fighters should be trying to keep their dex relevant to their armor and should they choose the Mithril route they shouldn't be caught.

Stats for a barb should be Str > con > whatever you fancy.

Stats for a fighter should be Str > dex > wis > con

Should you choose to be a dex based fighter your stat array becomes dex > wis > con > whatever tickles your fancy. Oddly enough this will shore up the weaknesses of two bad saves along with reducing much of the damage you could be taking from spells needing reflex saves, save or suck will saves and your naturally good fort saves with the usual items will do the rest. You should see a bit of reduced damage from not getting 1.5 mod if you use an agile Elven Curveblade and no change to damage once you have any other agile weapon. Or at level 2 as a scimitar dervish and save more cash. You will have higher regular AC, touch AC, reflex saves(coupled with a ring of evasion helps mitigate some magic), will saves, better use as an archer/melee switch hitter, better acrobatics, perception, and many of the things people like to complain make fighters weak. With your many feats take toughness if you fear for hp. If you're also human take the feat to get hp and skill from favored class. Damage only matters if you get hit. Higher AC means less hits. Higher touch AC means less touch and ranged touch spells hit. Higher reflex saves means less AoE damage with the ring making it no damage. Higher will saves means even less spells work on you. Even a 10 con with a +6 belt, +5 cloak, +12 base for high level gives you a +20 fort save. Ioun stones and other items can see that hit +23ish or the right traits pushing it to +25ish.


Athaleon wrote:
Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

Is your 9th level wizard going to use his one 5th level spell for Teleport? And if your party is bigger than 4, how does he decide who to leave behind?


Flawed wrote:
Thomas Long 175 wrote:

Yeah, their AC isn't crap. Even at mid levels the stacking natural armor bonus really starts to show. (+2 by level 6, nearly evening out the difference between breastplate and fullplate, not to mention the difference between mithral breastplate and mithral fullplate is over 6000 gold. And if your fighter doesn't take mithral fullplate he waits till level 11 to get back up to 30 feet per round)

Fighters move full speed in heavy armor at level 7 not 11. The barbarian won't have Mithril full plate until around 6 or 7. At level 7 the barbarian will have spent 5200 GP for +1 mithril breastplate that grants AC 7 with max dex of +5. At level 7 the fighter will have spent 5650 GP for +2 full plate that grants AC 11 with a max dex of +3. If they both have max dex for their level (barbarian will never have 20 dex as they're usually keyed to strength and con, where the fighter should be investing in some dex to maximize his armor training) and the barbarian takes the beast totem route the barbarian will still be 2 AC behind the fighter. Since the barbarian will probably not have AC to max out the dex he will fall even further behind. Fighters should be trying to keep their dex relevant to their armor and should they choose the Mithril route they shouldn't be caught.

Stats for a barb should be Str > con > whatever you fancy.

Stats for a fighter should be Str > dex > wis > con

Should you choose to be a dex based fighter your stat array becomes dex > wis > con > whatever tickles your fancy. Oddly enough this will shore up the weaknesses of two bad saves along with reducing much of the damage you could be taking from spells needing reflex saves, save or suck will saves and your naturally good fort saves with the usual items will do the rest. You should see a bit of reduced damage from not getting 1.5 mod if you use an agile Elven Curveblade and no change to damage once you have any other agile weapon. You will have higher regular AC, touch AC, reflex saves(coupled...

A barbarian should have at least 14 in dex to make full use of mithral breastplate.

Even still your fighter is moving at 20 feet a round until level 7. Which I might add is 1 level after barbarians get improved beast totem to give them a +2 to AC. Not to mention, even at level 1 your barbarian can use that 14 dex with the breastplate, non mithral, and still move 30 feet a round. So, at level 6, assuming you only spent on mithral, you now have a 20 AC versus the fighter with the +2 fullplate (oh and con before dex on fighters, dear lord man) who likely will only be kicking a 14 dex, maybe a 12 because unlike the barbarian he needs to chunk out points to have a will save.

So your fighter is still only going to have maybe a 23 to the barbarians 20. And guess what? The barbarian automatically hits 21 at level 8.

Not to mention A BARBARIAN WILL HIT A 5 MODIFIER when he upgrades his belt and he'll get the appropriate bonuses as he scales it going along.

Finally, no your fighter will not have higher regular AC, not to mention certainly not touch AC or reflex save of any kind. (superstition by 7 is a +5 with no equipment aiding it and your favored class bonus. You should have ghost rager by then, which adds it flat out to your touch AC. Funny enough, your bonus to all saves goes up next level again, along with your AC, along with your touch AC as well. Meaning at level 8 with just superstition running and a 14 dex your barbarian is easily looking at an 18 touch AC.

Fun fact. High level, that bonus can hit up to a +16. So a high level barbarian with a 10 dex, and just superstition would have a touch AC of 26, in addition to his bonuses to saves.


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JoeJ wrote:
Athaleon wrote:
Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

Is your 9th level wizard going to use his one 5th level spell for Teleport? And if your party is bigger than 4, how does he decide who to leave behind?

Its simple. Leave the least useful one. If he dies, meh, he wasn't that useful. If he survives then no harm done.


In an emergency? All other things being equal, the Fighter is the most replaceable.

Bravely holding the line and sacrificing himself so his teammates can escape, isn't that what Fighters live for?


JoeJ wrote:
Is your 9th level wizard going to use his one 5th level spell for Teleport?

A 9th level wizard with Int 20 and Arcane Bond can cast three 5th level spells per day.

JoeJ wrote:
And if your party is bigger than 4, how does he decide who to leave behind?

The fighter, if you don't have a rogue.


Matthew Downie wrote:
JoeJ wrote:
Is your 9th level wizard going to use his one 5th level spell for Teleport?

A 9th level wizard with Int 20 and Arcane Bond can cast three 5th level spells per day.

JoeJ wrote:
And if your party is bigger than 4, how does he decide who to leave behind?
The fighter, if you don't have a rogue.

If you have 3 teleports, just bring back 4 people, then go back for the fighter/rogue.

The Exchange

Just back to apologise for my dismissive tone earlier. It was pointed out to me, and rereading my posts it is true.

I could have made the same points with far less snark. Especially after I came in with the statements of one trying to avoid flaming and attacks. Turns out I was the tool in this scenario.

I stand by the premise of my arguments in terms of fighters (as do a number of other posters it now seems), but not the tone in which I made them.

Please accept my sincerest apologies to those I offended in such a manner.

Cheers


Athaleon wrote:


Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

But at the same time? and against enemies who will do whatever they want while you've teleported away, including escaping? And against enemies who won't make the perception check to know that they are being spied on and don't have the resources to do the same? And against enemies who completely lack detection magic?

Few fights in a day happens because its more status quo to have enemies who behave as if they don't have to routinely deal with casters in a world full of magic.


well just skipped to the end to drop a thought, that likely doesn't fit with where the conversations have gone to.

Fighter and a few other classes I feel are prime classes for lower level games. Me and some people i play with have always kinda viewed it that way. This will just get even more so come ACG.


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Malwing wrote:
But at the same time? and against enemies who will do whatever they want while you've teleported away, including escaping? And against enemies who won't make the perception check to know that they are being spied on and don't have the resources to do the same? And against enemies who completely lack detection magic?

If you're caught wrong-footed and teleport away, sure the enemy can escape or make preparations for your return. But what will the Fighter do if things go south and he doesn't have access to Teleport?

Sure, the enemy might find out that they're being spied on, but what else are you going to do? Rush in without finding out what you're up against? Send someone in to make a bunch of Disguise & Bluff and/or Stealth checks? If he rolls poorly on just one of them, he's alone in the midst of the enemy, and I hope for his sake he has Teleport.

I know Mind Blank isn't available until 15-16, but it shuts detection magic right down, which is why I mentioned using it in conjunction with Invisibility.

And there's the telling line right there: Enemies who have the resources to do the same to you, will do so. So it becomes a game of Wizards trying to outsmart each other while Fighters play bodyguard.


Zwordsman wrote:

well just skipped to the end to drop a thought, that likely doesn't fit with where the conversations have gone to.

Fighter and a few other classes I feel are prime classes for lower level games. Me and some people i play with have always kinda viewed it that way. This will just get even more so come ACG.

Well, sure. I've seen convincing arguments that Fighter should end at level 6, because beyond that you need a "power source" of some kind: Arcane, Divine, Psionic, or whatever.

Paizo Glitterati Robot

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Removed a few more back and forth posts. We understand that people's viewpoints are very strong, but please remember you're talking to an actual person and that insults really contribute nothing to the conversation. If it continues to be a problem, we'll be locking up this thread.


Athaleon wrote:
Zwordsman wrote:

well just skipped to the end to drop a thought, that likely doesn't fit with where the conversations have gone to.

Fighter and a few other classes I feel are prime classes for lower level games. Me and some people i play with have always kinda viewed it that way. This will just get even more so come ACG.

Well, sure. I've seen convincing arguments that Fighter should end at level 6, because beyond that you need a "power source" of some kind: Arcane, Divine, Psionic, or whatever.

Or a mechanic that allows "mundane" characters to have insane levels of skill. I've seen that in superhero RPGs, so there's no reason something like that would be impossible in PF.

Scarab Sages

Athaleon wrote:
Zwordsman wrote:

well just skipped to the end to drop a thought, that likely doesn't fit with where the conversations have gone to.

Fighter and a few other classes I feel are prime classes for lower level games. Me and some people i play with have always kinda viewed it that way. This will just get even more so come ACG.

Well, sure. I've seen convincing arguments that Fighter should end at level 6, because beyond that you need a "power source" of some kind: Arcane, Divine, Psionic, or whatever.

Or just a more robust catalogue of Ex abilities that allow higher level martials to execute actions on par with what spellcasters are capable of.


JoeJ wrote:
Athaleon wrote:
Zwordsman wrote:

well just skipped to the end to drop a thought, that likely doesn't fit with where the conversations have gone to.

Fighter and a few other classes I feel are prime classes for lower level games. Me and some people i play with have always kinda viewed it that way. This will just get even more so come ACG.

Well, sure. I've seen convincing arguments that Fighter should end at level 6, because beyond that you need a "power source" of some kind: Arcane, Divine, Psionic, or whatever.

Or a mechanic that allows "mundane" characters to have insane levels of skill. I've seen that in superhero RPGs, so there's no reason something like that would be impossible in PF.

"I don't want anime stuff in my game!"

Calling it right now, that'll be the essence of at least some of the complaints we see if such a thing is ever announced. Because if your ranks in Acrobatics ever let you actually do something really cool with jumping, no one would ever cast Fly again. /s

RPG Superstar 2012 Top 16

Fighters can't have Good things.

Look at this feat from the Advanced Class Guide:

Divine Protection: +Cha to all saves. level 2 divine spells, domains/mysteries/whatever.

That is like saying:
Martial Protection: You get all good saves.
Armor Training I required, 3 Combat Feats.

Yeah.

==Aelryinth


Thomas Long 175 wrote:
Malwing wrote:
EDIT: At this point I want to ask; What do people think that I fighter should be doing mechanically? Whenever fighter fixes come up the most agreed upon thing are minor things like a second good save, more skill points, better combat feats, exclusive combat feats. One product that I picked up that I haven't used had feats that allowed fighters to hold their breath for DAYS. Is this what should be going on?

While stuff like that would be a bonus, that's certainly a niche. A fighter, if you read the fluff and know the background, was supposed to be a leader of men. Not just a combat master in and of himself, but a man who commanded a fortress and legions of troops.

While that certainly isn't in fitting with the current style of gameplay, leadership for the most part banned and all, It would behoove him to be able to influence his allies. Give them bonuses, almost like a bard does. Directional commands and such that give bonuses to skill checks, certain saves, or combat capabilities like the tactical acumen.

He should be more skilled (4+), a perceptive person by his very freaking nature. He should, by sheer resilience, be able to shrug off chunks of damage. Let loose terrifying cries that send enemies running.

I.e. the fighter should be a tactical commander, not another mook with a sword. Problem is they built a new class to do what the original fighter was supposed to be.

So... the Samurai Class and the Cavalier class?


DrDeth wrote:
Secret Wizard wrote:


The fact that one player in your group is better than the rest is anecdotal. Perhaps you are playing 4d6 drop one attributes, perhaps (s)he's got a better grasp of system mastery... it really does not add to the conversation when it is entirely possible to build a level 13th character that outstrips the Fighter of all its value, which is the core argument...

Those who play a Fighter are in it for being good at combat and nothing else, as you say... but why would anyone do that when you are no better than a Barbarian, Paladin, Ranger or the like?

A properly built Ranger could easily go on par in damage with a Fighter at level 13th (this is math, not anecdotal information, I can back this up if you want), ...

Until the Fighter has its own niche that can take it from Tier 5 (that is, "Can do one thing well but other classes can do it better") to Tier 4 at least (that is, "Can do one thing really well but only that"), then the Fighter, one of THE most popular classes played, will need a fix.

Nope. 20 pt buy.

Nope.

Why? Because that's what *THEY* want. Are you accusing them of badwrongfun?

Meh. "Math"? Math with Pathfinder builds is so subjective it's worthless. I'll leave that up to the many, many, MANY DPR competition thread- of which I point out Fighter has done very well.

Because, you see, you misquote JaronK. It's NOT "Can do one thing well but other classes can do it better" it's "Tier 5: Capable of doing only one thing, and not necessarily all that well". The Fighter already is "Can do one thing really well but only that". Even it's detractors admit that, in fact that's their very complaint.

Niche protection is not part of Pathfinder. In PF, many classes can fill the same niche. Does the Sorcerer make Wizard obsolete? Does Oracle make Cleric useless?

If you want Niche protection, go back to OD&D. Despite my fondness for that game, I can't see it as superior.

Warpriest, Inquisitors, Paladins, Magus...all DESTROY fighters at the one thing fighters are supposed to be good at (Seriously intensified shocking grasp Magus is just plain wrong, especially when the lvls get to admixture as well) Warpriest picks one weapon, and is as good as a fighter with it, while still being an instant self buff and healing machine.

Scarab Sages

K177Y C47 wrote:
Thomas Long 175 wrote:
Malwing wrote:
EDIT: At this point I want to ask; What do people think that I fighter should be doing mechanically? Whenever fighter fixes come up the most agreed upon thing are minor things like a second good save, more skill points, better combat feats, exclusive combat feats. One product that I picked up that I haven't used had feats that allowed fighters to hold their breath for DAYS. Is this what should be going on?

While stuff like that would be a bonus, that's certainly a niche. A fighter, if you read the fluff and know the background, was supposed to be a leader of men. Not just a combat master in and of himself, but a man who commanded a fortress and legions of troops.

While that certainly isn't in fitting with the current style of gameplay, leadership for the most part banned and all, It would behoove him to be able to influence his allies. Give them bonuses, almost like a bard does. Directional commands and such that give bonuses to skill checks, certain saves, or combat capabilities like the tactical acumen.

He should be more skilled (4+), a perceptive person by his very freaking nature. He should, by sheer resilience, be able to shrug off chunks of damage. Let loose terrifying cries that send enemies running.

I.e. the fighter should be a tactical commander, not another mook with a sword. Problem is they built a new class to do what the original fighter was supposed to be.

So... the Samurai Class and the Cavalier class?

Resilience instead of Bravery and Tactician and Banner as Fighter feats or options would have actually made a lot of sense. I could easily see a "PF 2.0" Fighter encompassing the ideas represented in the current Fighter, Cavalier, and Samurai (and honestly probably Brawler too).


Malwing wrote:
Athaleon wrote:


Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

But at the same time? and against enemies who will do whatever they want while you've teleported away, including escaping? And against enemies who won't make the perception check to know that they are being spied on and don't have the resources to do the same? And against enemies who completely lack detection magic?

Few fights in a day happens because its more status quo to have enemies who behave as if they don't have to routinely deal with casters in a world full of magic.

the fighters in a mid-high level game is just another enemy the party has to kill, his Will save guarantees it against any competent spell casting enemy.


Aelryinth wrote:

Fighters can't have Good things

Divine Protection: +Cha to all saves. level 2 divine spells, domains/mysteries/whatever.

That is like saying:
Martial Protection: You get all good saves.
Armor Training I required, 3 Combat Feats.

Yeah.

==Aelryinth

"So, the fighter and the rogue have awful saves and people complain a lot about this? I know, lets improved the saves for divine caster and make the oracle have the option to use cha to every saves, ac, an dinnitiative, that sound more blanced"


Rub-Eta wrote:
Beating A Dead Horse wrote:
What's my name???

Ok, he didn't really say that, but srsly guys.... It's not that bad.

If you always find martial characters fall flat compared to casters, stop playing them the flat way. The Fighter in my current group is by far the strongest in the party, way more usefull than the Oracle and Witch. It's just that the Fighter knows what he's doing, unlike the casters.

Ok.. thats cool... I guess...

but the problem is not so much focusing on martial vs casters but how the fighter falls behind even other martials...

And your world experiance kind of does not mean much... The only reason the fighter is doing better is because of system mastery... Hell, I could make a CRB monk look awesome vs a wizard if the wiz kid does not know what the heck he is doing...


K177Y C47 wrote:
Rub-Eta wrote:
Beating A Dead Horse wrote:
What's my name???

Ok, he didn't really say that, but srsly guys.... It's not that bad.

If you always find martial characters fall flat compared to casters, stop playing them the flat way. The Fighter in my current group is by far the strongest in the party, way more usefull than the Oracle and Witch. It's just that the Fighter knows what he's doing, unlike the casters.

Ok.. thats cool... I guess...

but the problem is not so much focusing on martial vs casters but how the fighter falls behind even other martials...

And your world experiance kind of does not mean much... The only reason the fighter is doing better is because of system mastery... Hell, I could make a CRB monk look awesome vs a wizard if the wiz kid does not know what the heck he is doing...

Heck, an optimized Warrior NPC could probably take apart a poorly-made wizard. All it really takes to completely ruin the wizard is giving him a bad spell selection.


K177Y C47 wrote:
Thomas Long 175 wrote:
Malwing wrote:
EDIT: At this point I want to ask; What do people think that I fighter should be doing mechanically? Whenever fighter fixes come up the most agreed upon thing are minor things like a second good save, more skill points, better combat feats, exclusive combat feats. One product that I picked up that I haven't used had feats that allowed fighters to hold their breath for DAYS. Is this what should be going on?

While stuff like that would be a bonus, that's certainly a niche. A fighter, if you read the fluff and know the background, was supposed to be a leader of men. Not just a combat master in and of himself, but a man who commanded a fortress and legions of troops.

While that certainly isn't in fitting with the current style of gameplay, leadership for the most part banned and all, It would behoove him to be able to influence his allies. Give them bonuses, almost like a bard does. Directional commands and such that give bonuses to skill checks, certain saves, or combat capabilities like the tactical acumen.

He should be more skilled (4+), a perceptive person by his very freaking nature. He should, by sheer resilience, be able to shrug off chunks of damage. Let loose terrifying cries that send enemies running.

I.e. the fighter should be a tactical commander, not another mook with a sword. Problem is they built a new class to do what the original fighter was supposed to be.

So... the Samurai Class and the Cavalier class?

Y'know, I considered trying to merge both the Fighter and the Sword Saint Samurai archetype (flavor-wise, I don't see fighters automatically getting mounts). It was a bit of a mess, a bunch of abilities spread out everywhere with a LOT of front-loading for the class. It also didn't do anything to remedy several existing issue with the fighter, such as stupid feat prereqs / chains / limitations. Weapon Training plus Challenge & Iaijutsu Strike is probably too much to toss into one class.

The Resolve class feature is fantastic, though, really something the fighter would benefit from.


Wrath wrote:

Held to reality.....Bwahahahahaha.

How far can you fall and survive?
Can you fight a squad of 30 troops and walk away unscathed?
Can you one shot a rhinoceros after running 30 ft in armour?
Can you pump out 6 or more arrows in under 6 seconds, at 3 or more targets and hit them?

All of those happen with fighters at mid to high levels, the point at which magic users "begin to bend reality".

Well played fighters are great.
Fighters have the flexibility to mitigate some of the "issues" people have with them through feats and class abilities. (Skill focus if you want a skill, iron will for defense etc).

Archetypes for fighters out there can be amazing.

The fact you have weapon spec as a class ability means you don't need to put feats in to weapon focus etc, nor do you need the + mod on magic weapons as high as other classes do for the same benefit. This frees up more wealth for specialised gear to shore up weaknesses if needed. It also frees feat slots for more diverse builds if you want.

The problem with fighters is that people build them as one trick ponies, when they can be anything you want.

Anyway, no one in this thread will be convinced so....good gaming to you.

Cheers

Except that fighters are wasting their class features to try and make up for a shoddy class. Do you see Barbarians wasting their features on a meager +2 from Iron Will? Do you see other martials wasting their time with Skill Focus? No, because they are good enough on their own to not have to make up for their weaknesses.

and i like you call out "one-trick ponies" but then say fighters can use their feats to make up for their weaknesses. If they are using up their feats to make up for their weaknesses, what are they actually doing then? How effective are they at THE ONE THING THEY ACTUAlLY CAN DO? Guess what? Combat manuevers require a lot of feats. Two weapon fighting requires a lot of feats, archery requires a lot of feats. So between making up for their shoddy class framework and working on a spec, they don't have much feats left over...


Didn't read through it all, but I'll post what I've posted before on this same type of thread:

Fighter "Martial Exploits":

Spoiler:

At 1st level the fighter gains an exploit pool. At the start of each day, a fighter gains a number of exploit points equal to 1/2 his fighter level + Wisdom modifier (minimum 1). These points go up or down throughout the day, but usually cannot go higher than his maximum. A fighter uses exploits to accomplish heroic feats, and regains his exploits in the following ways.

Personal Challenge: The fighter may elect to challenge himself in order to regain his martial exploits. In order to do this, he must set for himself a personal challenge. This personal challenge must be performed against a challenging foe, encounter, or other circumstance deemed appropriate by the GM. For example, a fighter might attempt to defeat a powerful foe in single combat, a less powerful foe without being struck, or defeat an enemy with only tricky or challenging called shots. The fighter may set any number of personal challenges for himself during the day, but only one can be active at a time. If he triumphs over his challenge, he regains 1 exploit point.

Critical Hit: Each time the fighter rolls a natural 20 and confirms the critical, he regains 1 exploit point.

Fighters spend exploit points to accomplish heroic feats:

Focused Strike: As a free action, the fighter can spend 1 exploit point to gain a +1 insight bonus to his next attack.

Forceful Blow: As a free action, the fighter can spend 1 exploit point to gain a +1 insight bonus to damage for the next attack that hits within the next round.

Vigilant Stance: As a free action, the fighter can spend 1 exploit point to gain a +2 insight bonus to his CMD for one round. This ability may be used after an opponent attempts a combat maneuver on the fighter but only before the results of the roll are known.

Bold Maneuver: As a free action, the fighter can spend 1 exploit point to gain a +2 insight bonus to his CMB for one round. This ability must be used before the fighter attempts a combat maneuver.

Combat Focus: As a free action, the fighter can spend 1 exploit point to gain a +2 insight bonus to a single skill check made during combat. This ability must be used before the fighter attempts the skill check. These bonuses stack.

Quick Steps: As a swift action, the fighter can spend 2 exploit points to increase the distance of his 5-foot step by 5 feet for one round. The fighter must be level 6 to use this ability.

Decisive Stroke: As a standard action, the fighter can spend 2 exploit points to deliver a powerful strike. The fighter can make one attack at his highest base attack bonus. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities, precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

etc.

I figure since Gunslinger was originally going to be an alternate class for fighter(like ninja and samurai), giving the fighter a resource pool allows for more adaptability. I'm still kind of tinkering with it, but my players have really been enjoying the changes. The idea is that at higher levels the pool allows for the fighter to simulate various feats he should have, but are really just a feat tax, like Vital Strike or Disruptive, and free up feat slots by relegating that feat's use to the exploits. It's been working really well with this next part:

I also have an idea that replaces the straight fighter bonus feats with a set of two feats. He can prepare one from each "pool" at the beginning of the day and use his exploits to swap between them as a swift action for a point. So at level 2 my fighter takes Point-Blank Shot and Cleave. At level 4 he takes Weapon Specialization (Greatsword) and Rapid Shot. Or whatever. And then I can spend a point to switch my Cleave to PBS, or my Rapid Shot to Weapon Specialization. The fighter can also use these pools to wade through gateway feats for chains quicker, as he counts for having them for the purpose of prerequisites. That means he can still gets his normal bonus feat for a specific build like TWF, but on top of that he can get started on another feat chain and just ignore that level's pool.

Then the usual changes: Fighter gets 4 + Int skills/day, good Will save, and I also added bonuses to different armor types for armor training. In light armor +1 Ref., in medium armor he gets Fortified Armor Training, and in heavy armor the usual DR 1/-. Moved Weapon training down a slot, so he gets it at level 1, and just made the Martial Versatility feat an inherent part of the system. Finally, made Bravery more worthwhile by giving the fighter additional bonuses to his saves and an extra +1 to hit when he's the only ally threatening a target and not adjacent to any other ally.

So, yeah. Lot of changes. I basically rewrote parts of it, but my players have been having a blast rolling fighters this way. Just having a pool of points means that they feel like they're doing more every round, even if it's just stuff they should normally be doing. Having feats freed up more has been fun to watch, because they use the pools in creative ways. Some players use them to build their fighter with a ranged and melee build, others use them to bypass prerequisites, and one guy even took those social feats and skill focus to be a strong party face. Overall, this has been working splendidly, and the fighter has been on par with the other martial characters and not completely outclassed by black tentacles!


I don't think they need the exploit pool at level 1. Perhaps as a level 4 thing, to go with Weapon Training - perhaps you could tie regaining exploit points to critically hitting with a weapon you have Weapon Training of.

But enough of that -

yeah, the problem lies in Skill Points per Level and the power level of Feats.


Malwing wrote:
Athaleon wrote:


Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

But at the same time? and against enemies who will do whatever they want while you've teleported away, including escaping? And against enemies who won't make the perception check to know that they are being spied on and don't have the resources to do the same? And against enemies who completely lack detection magic?

Few fights in a day happens because its more status quo to have enemies who behave as if they don't have to routinely deal with casters in a world full of magic.

In my experience, these "perfect" conditions exist because the DM allows it. It's generally accompanied by BBEG and act bosses that don't react like they live in a world with high level spellcasters, even when they are high level spellcasters.

In effect the DM is letting the party win, because that's fun.

The fighter isn't busted, the spell system is. Fixing the fighter and ignoring the spell system just leads to less challenge. The current challenge is generally illusory anyway. So why not make Fighters kill things.....because it can be used against players, which isn't fun. Spells don't kill players because the enemy spellcaster is typically an overconfident moron who reveals his plan Blofeld style right before the PCs trounce him. He never uses Finger of Death or whatever Save Or Die is listed, he doesn't make his sanctum Scry Proof, he doesn't check his minions for Charms etc.

The problem isn't really mechanical.
Spellcasters with level 5 spells have always ruled the game, in every version, because the spells and the spell system is broken.

As an experiment play a session with 9th to 12th level characters, but ditch Vancian casting and use a Mana or Point system. What little balance exists, disappears completely.

The Skill subsystem isn't perfect but it works
Untill spells make it obsolete.

The AC system works
Until spells make it irrelevant

The HP system works
Spells bypass it completely

Fixing the Fighter is just going to ramp up static bonuses in systems that will still be irrelevant due to spells.

One option that might work is to just go old school (1st edition) where Fighters eventually shrug off most spells and magic effects. The downside here is that the "Because Magic..." mindset will hate that.


zagnabbit wrote:
Malwing wrote:
Athaleon wrote:


Few fights in a day, resting always being an option, and good foreknowledge exists precisely because mid+ level casters can make that happen. If the party's too tired to face the next encounter, teleport back to your home base (which may be on your own personal demiplane) and rest. If you don't know what the BBEG has in his lair, use Divination magic to gather intelligence remotely, or send in an infiltrator under a Domination effect, or send in a spy with Mind Blank and access to repeat uses of Invisibility.

But at the same time? and against enemies who will do whatever they want while you've teleported away, including escaping? And against enemies who won't make the perception check to know that they are being spied on and don't have the resources to do the same? And against enemies who completely lack detection magic?

Few fights in a day happens because its more status quo to have enemies who behave as if they don't have to routinely deal with casters in a world full of magic.

In my experience, these "perfect" conditions exist because the DM allows it. It's generally accompanied by BBEG and act bosses that don't react like they live in a world with high level spellcasters, even when they are high level spellcasters.

In effect the DM is letting the party win, because that's fun.

The fighter isn't busted, the spell system is. Fixing the fighter and ignoring the spell system just leads to less challenge. The current challenge is generally illusory anyway. So why not make Fighters kill things.....because it can be used against players, which isn't fun. Spells don't kill players because the enemy spellcaster is typically an overconfident moron who reveals his plan Blofeld style right before the PCs trounce him. He never uses Finger of Death or whatever Save Or Die is listed, he doesn't make his sanctum Scry Proof, he doesn't check his minions for Charms etc.

The problem isn't really mechanical.
Spellcasters with level 5 spells...

Except people have proven, time and again, that the fighter is a bust even when put up against other martials. The Barbarian is pretty much Fighter+ right here (pretty much better than the fighter at everything), the paladin's fear immunity AURA is just a slap to the face of the fighter's "bravery" ability (and heck, even without it the Paladin is STILL better than the fighter with strong will +Cha to save), the ranger laughes at the fighter's "bonus feats everywhere!!" Since they also get bonus feats AND can skip pre-reqs of the feats (meaning they actually end up about even in the feat department).

And this is just CRB martials...


Personally I find it funny how the "Fighters are fine!" camp constantly try shifting the discussion to Martial vs Caster debates byt bring up problems with magic and blah...

The thing is though, it is not martial vs caster... the discussion is FIGHTER vs OTHER MARTIALS...


zagnabbit wrote:

In my experience, these "perfect" conditions exist because the DM allows it. It's generally accompanied by BBEG and act bosses that don't react like they live in a world with high level spellcasters, even when they are high level spellcasters.

In effect the DM is letting the party win, because that's fun.

The fighter isn't busted, the spell system is. Fixing the fighter and ignoring the spell system just leads to less challenge. The current challenge is generally illusory anyway. So why not make Fighters kill things.....because it can be used against players, which isn't fun. Spells don't kill players because the enemy spellcaster is typically an overconfident moron who reveals his plan Blofeld style right before the PCs trounce him. He never uses Finger of Death or whatever Save Or Die is listed, he doesn't make his sanctum Scry Proof, he doesn't check his minions for Charms etc.

The problem isn't really mechanical.
Spellcasters with level 5 spells have always ruled the game, in every version, because the spells and the spell system is broken.

As an experiment play a session with 9th to 12th level characters, but ditch Vancian casting and use a Mana or Point system. What little balance exists, disappears completely.

The Skill subsystem isn't perfect but it works
Untill spells make it obsolete.

The AC system works
Until spells make it irrelevant

The HP system works
Spells bypass it completely

Fixing the Fighter is just going to ramp up static bonuses in systems that will still be irrelevant due to spells.

One option that might work is to just go old school (1st edition) where Fighters eventually shrug off most spells and magic effects. The downside here is that the "Because Magic..." mindset will hate that.

Y'know, I've been thinking about spells and how they work in terms of offensive power recently. I think the general system is fine, it lets you do awesome things and it should, magic is cool. It's just that there's too many ways to completely screw your target in one way or another with them. A lot of the Conjuration school can just completely ignore SR, which really ought to be something universally applicable. Some spells give absolutely no save, which is incredibly harsh. Casters can amp up their casting stat to ludicrous levels, making even low level spells highly dangerous (probably why very few players ever take Heighten Spell). Some meta-magic feats carry outrageous penalties for the target if they fail a save. High ability scores grant potentially dozens of bonus spells every day. And to top it all off, magic users are the ones that get to make the magic items which non-casters are so ridiculously dependent on, magic items which can easily add re-usability or extra versatility to spells as well.

I think 4 things would fix a lot of this problem:

  • First, make SR work against ALL spells. It will take a little tweaking for certain spells and creatures, but I believe this is very doable.
  • Second, make all spells allow at least one saving throw of a thematically appropriate type. Not hard at all, really. There's some abilities out there which already force no save spells to provide you one.
  • Third, for the bonus spells chart, you're capped at +1 at each spell slot level. No more of this "My super high Intelligence gives me 38 bonus spell slots each day!". A linear progression will make it easier to track and prepare caster stat blocks as well as making the choices of what spells you have a far more important choice.
  • Fourth, and this is the big one, cut back on just how important your primary casting score is. To do this, you'd first look at if your primary casting ability score modifier is larger than your maximum spell slot level. If so, subtract the second number from the first and THAT is what you add to your spellcasting DC. Otherwise, you gain nothing to your spells DC.


K177Y C47 wrote:


and i like you call out "one-trick ponies" but then say fighters can use their feats to make up for their weaknesses. If they are using up their feats to make up for their weaknesses, what are they actually doing then? How effective are they at THE ONE THING THEY ACTUAlLY CAN DO? Guess what? Combat manuevers require a lot of feats. Two weapon fighting requires a lot of feats, archery requires a lot of feats. So between making up for their shoddy class framework and working on a spec, they don't have much feats left over...

This.

You can make a fighter with several combat styles, or a fighter with decent saves, or a fighter with decent skills, and a fighter with great DPR, but not at the same time.

A: If you want saves you can play a dwarf with Steel soul, look!
B: Dude, your skill sucks
A: Nah, because I can play A human with 14 int, favored class into skill and skill focus
B: dude, your saves sucks.
A: Nah, play a dwarf with Steel soul, look!


Unfortunately dwarf fighters are too slow to fully make use of the fighter's second best class feature (the third is feats).


Cerberus Seven wrote:
I think 4 things would fix a lot of this problem:

If you want a more tame magic system without being lame, just reflavor psionics as Rune magic.


Some ideas (mostly not original to me) that might help fighters. These are independent, but not mutually exclusive.

1. Increase skill points to 4 + INT bonus per level.

2. Make Acrobatics, Heal, and Perception class skills.

3. Fighters get Combat Expertise as a bonus feat at first level, even if they don't meet the prerequisite.

4. Fighters do not need to meet the prerequisites for any bonus feats they receive.

5. Combat maneuvers do not provoke attacks of opportunity.

6. Allow fighters to gain Evasion, Improved Evasion, Uncanny Dodge and Improved Uncanny Dodge in place of some of their bonus feats.

7. Put stacking limits on buffs; a target can only have 1 active buff spell or effect (from any source) at a time.


Marcus Robert Hosler wrote:
Cerberus Seven wrote:
I think 4 things would fix a lot of this problem:
If you want a more tame magic system without being lame, just reflavor psionics as Rune magic.

That wouldn't address any of the issues in my earlier post, though.


Or a dwarf with steel soul, 14 intelligence, favored class into skills, and skill focus? Good saves and skills? Fighters do get 21 feats so it shouldn't be a problem.

15 pt buy

Str > 15
Dex > 13
Con > 12+2
Int > 14
Wis > 12+2
Cha > 7-2

I generally aim for a 16 in my primary stat as an 18 cripples most character builds in some capacity and a 16 is still enough to hit and get good damage. Unfortunate the dwarf doesn't get a bonus to his primary stat and only to tertiary stats as a fighter. Play a finesse dwarf with a whip and slashing grace and you can drop your strength to 13 for power attack and boost your dex to 15 instead making more out of armor training since the movement bonus doesn't even apply to dwarves who always move full speed regardless of armor.

Or just take the archetypes designed to be more intelligent fighters and get more skills and an option to use bonus feats for skill focus.

The problem is most people think that strength is the only way to go for damage and attack because it's the default. Strength affects carrying capacity and damage with the highest yields from 2-handed weapons. If you're not a 2-hander or you don't require a carrying capacity of 400 lbs then why invest in strength when dex builds grant dex to damage and hit, reflex saves, initiative, regular and touch AC, bonuses to more skills, attacks of opportunity with combat reflexes, more versatility with weaponry ie. bows and melee switch hitters, more use out of your armor training class feature. Overall you lose 5 damage a hit by end game with a 30 strength and a 2-hander to gain way more benefits. If dex to hit and damage was an easy option from one feat I bet there'd be a huge shift in the fighter player base to dex builds as it nets more at the cost of a very small amount of damage. Maybe the optimizers would cling to the high end DPR.

I don't get the point of complaining about not getting enough skills when the framework isn't designed that way. The class wasn't intended to be a skill master although a couple archetypes lend to it. This is just like saying bard sucks cause I want them to have 9 levels of spell progression. Paizo fix this. If you don't like the class as is then don't play it. Enough people do play it without complaints so why should they fix it for the noisy few?


JoeJ wrote:

Some ideas (mostly not original to me) that might help fighters. These are independent, but not mutually exclusive.

1. Increase skill points to 4 + INT bonus per level.

2. Make Acrobatics, Heal, and Perception class skills.

3. Fighters get Combat Expertise as a bonus feat at first level, even if they don't meet the prerequisite.

4. Fighters do not need to meet the prerequisites for any bonus feats they receive.

5. Combat maneuvers do not provoke attacks of opportunity.

6. Allow fighters to gain Evasion, Improved Evasion, Uncanny Dodge and Improved Uncanny Dodge in place of some of their bonus feats.

7. Put stacking limits on buffs; a target can only have 1 active buff spell or effect (from any source) at a time.

1. Agreed.

2. Acrobatics yes. Perception, maybe. Heal, why?
3. Not all fighters want this, so not really necessary.
4. Agreed to an extent. When it comes to ability score bonuses, they should definitely be able to ignore that. As far as feat, skill rank, or BAB prereqs, that's another, more complicated matter.
5. Probably best covered through making feats more accessible and not an automatic thing.
6. Evasion isn't going to be that awesome an idea unless you do something about either A) fighter Reflex saves, or B) spell DCs in general. Uncanny Dodge is a good idea, though.
7. No offense dude, but that's nuts. I mean I agree on the general idea, we even use a 'buff slot' houserule in our games to limit excessive magic craziness. However, we limit it to 4 + 1/4 your total level for active spells. If everyone had the limit you propose going on them, it'd mean the party wizard couldn't Haste everyone or the bard couldn't give apply Good Hope to his friends without knocking out existing buffs like Air Walk, Life Bubble, Freedom of Movement, Holy Aura, or a slew of other favorites. Heck, simple things like Endure Elements suddenly become worthless because what do you want, that or a Blessing of Fervor? And that's not even getting into how rings or other magic items which provide these bonuses might be effected.


Flawed wrote:
I don't get the point of complaining about not getting enough skills when the framework isn't designed that way. The class wasn't intended to be a skill master although a couple archetypes lend to it. This is just like saying bard sucks cause I want them to have 9 levels of spell progression. Paizo fix this. If you don't like the class as is then don't play it. Enough people do play it without complaints so why should they fix it for the noisy few?

No one complains about that because the Bard contributes well at higher levels, while the Fighter does not.


Flawed wrote:


I don't get the point of complaining about not getting enough skills when the framework isn't designed that way. The class wasn't intended to be a skill master although a couple archetypes lend to it. This is just like saying bard sucks cause I want them to have 9 levels of spell progression. Paizo fix this. If you don't like the class as is then don't play it. Enough people do play it without complaints so why should they fix it for the noisy few?

The complaints come about because the framework is the problem, and problems ought to be fixed.

But at this point, there are options for a Fighter+ from any angle you want. So unless there are some amazing Fighter archetypes in the ACG, there really is no point in playing a Fighter.

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