
Anzyr |
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Nope. Because he wants everyone to have fun. If one guy solves challenges all by himself, the others will be just frustrated watchers.
But they *chose* to be frustrated watchers by intentionally picking classes that have a range of options. Hammering down the people that picked classes that have a variety of options so they wouldn't have to be frustrated watchers doesn't fix the problem.

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Jiggy wrote:Pathfinder, however, is a game in which the fighter often doesn't get to engage at all unless the wizard ignores his own best chance of success in favor of instead helping to keep the fighter in the game. That is not a team game.Fly upgrades an (in this situation) useless fighter to one who can reliably do at least one attack per round.
Fly upgrades an already strong caster to one who can pursue his opponent a bit better (after all, many spells are ranged and don't care about height).
So what's the better deal for the party?
You're making the wrong comparison. The wizard didn't wake up in the morning and go "Oh, look, I have Fly prepared. I wish I could have picked my own spells, but since I didn't, I guess I'd better figure out the best person to put it on."
No, the wizard woke up in the morning with an empty spell slot, and had to decide whether to fill it with a spell that will let the fighter participate, or to fill it with a different spell altogether.
"So what's the better deal for the party?" The higher in level you go, the more often the answer is to pick a spell that does more than buffing the fighter with the same slot would.
I love team play. Cooperative games offer something special. But when the only way to get there is to have my supernaturally-intelligent wizard make deliberately poor decisions about how he's going to prepare for life-and-death situations, that breaks my immersion and soils the narrative.
I don't want to have to choose between teamwork and roleplay. I want both.

Pixie, the Leng Queen |
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The fighter is a horrible team player...
He is literally a resource sink and gives nothing in return. Compare him to the paladin who can heal status conditions, the barbarian who needs very little aid and cam destroy magical effects to save the wizards dispel for something bigger, the ranger who has a plethora of skills, tracking ability, and spells. The fighter is simply a sink that doesnt help the party. If you want a REAL team player, look at the inquisitor or bard. They can melee pretty well AND they buff people

Devilkiller |
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Whether or not martials need better things I think that casters could stand a few nerfs. For instance, the "encounter-deciding spell" which Casual Viking mentioned is something which I find kind of boring and sometimes dispiriting.
The Witch (or whoever) uses an SoL spell or power. Then the DM rolls a d20 and either the enemy is effectively vanquished or nothing at all happens. The caster either robs me of the fun of fighting the enemy or fails to provide any meaningful support as I fight the enemy with one less PC making a meaningful contribution. Sometimes SoL spam ensues and it is a race to see which competing track (HP Damage vs SoL). I think it would be great if more spells and powers had their results averaged towards the center with successful saves often still imposing some negatives and failed saves not necessarily taking the foe out of the fight (at least not for long)
Obviously that would be a downgrade to the power of casters, and I suppose some people might object that a Fighter who gets off a full attack could still "easily" take an enemy out in one round, but defenses against that are certainly possible, and it isn't like casters don't have damage dealing options too (summoning in particular)
I think I've probably played more levels as a Bard than any other class, but I haven't found my recent excursion into Fighter and Barbarian particularly unrewarding (other than the low Will of one of my 3 PCs getting hit repeatedly). As I recall, Bards don't have a built in method to fly either. My last one rode a Sylvan Sorcerer's animal companion (which often had Overland Flight on it). He was pretty decent with a bow too almost by accident (Inspire Courage + Good Hope helps a lot)

Anzyr |
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You cannot blame people for picking weak classes if they had certain character fantasy in mind at the start of the game.
Neither do not villanize people who enjoy the power fantasy of a powerful wizard with all of his tools aka spells.
Blame the system for causing friction in the first place.
Well of course you blame the system, but then you blame the player. If someone sat down and said "My character concept can only contribute in these limited circumstances." They don't then get to complain about not being able to contribute outside of those narrow circumstances.

hiiamtom |
Nope. Because he wants everyone to have fun. If one guy solves challenges all by himself, the others will be just frustrated watchers.
Then why are you playing Pathfinder? One of the understood assumptions is that the classes are extremely lopsided and all experienced players should make this clear up front.
There are ways to counteract it, but without banning a large swath of class options (mostly full casters and master summoner) and helping people fit their concept in a different class (a "fighter" can be a lot of things). Seriously, Skalds are great fighters and Magi are amazing Swashbucklers. The character concept doesn't care about the game mechanics, so use something that enables fun up front.
I would rather run a game of all 2/3 casters filling the "classic" roles (something like a Bard, Alchemist, Magus, and Inquisitor) than trying desperately to balance encounters for any Rogue, Fighter, Wizard, and Cleric party.

thejeff |
SheepishEidolon wrote:Nope. Because he wants everyone to have fun. If one guy solves challenges all by himself, the others will be just frustrated watchers.Then why are you playing Pathfinder? One of the understood assumptions is that the classes are extremely lopsided and all experienced players should make this clear up front.
There are ways to counteract it, but without banning a large swath of class options (mostly full casters and master summoner) and helping people fit their concept in a different class (a "fighter" can be a lot of things). Seriously, Skalds are great fighters and Magi are amazing Swashbucklers. The character concept doesn't care about the game mechanics, so use something that enables fun up front.
I would rather run a game of all 2/3 casters filling the "classic" roles (something like a Bard, Alchemist, Magus, and Inquisitor) than trying desperately to balance encounters for any Rogue, Fighter, Wizard, and Cleric party.
Chararacter concept may well care about things like "casts spells" though. It would be really nice to not have "spell caster" be a near requirement for an effective character.
Though honestly, things like Slayer and some of the other newer classes do help.

Rub-Eta |
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You cannot blame people for picking weak classes if they had certain character fantasy in mind at the start of the game.
While you should let them play it, don't babysit them and force everyone else to create conditions where they can participate. Because then you're not letting others play their characters.

Blackwaltzomega |
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Whether or not martials need better things I think that casters could stand a few nerfs. For instance, the "encounter-deciding spell" which Casual Viking mentioned is something which I find kind of boring and sometimes dispiriting.
The Witch (or whoever) uses an SoL spell or power. Then the DM rolls a d20 and either the enemy is effectively vanquished or nothing at all happens. The caster either robs me of the fun of fighting the enemy or fails to provide any meaningful support as I fight the enemy with one less PC making a meaningful contribution. Sometimes SoL spam ensues and it is a race to see which competing track (HP Damage vs SoL). I think it would be great if more spells and powers had their results averaged towards the center with successful saves often still imposing some negatives and failed saves not necessarily taking the foe out of the fight (at least not for long)
This is something I'd like, too. A big attack sequence doing a lot of damage is still usually dependent on a lot of dice, so there is a lot of built-in luck on how devastating it can be. SoL tends to be very binary since it revolves around one dice roll, and so typically setting the DC as unreasonably high as possible is about all that needs to go into it.
I think it would be a little easier to manage if more spells and powers were less binary in their effects; at the moment, you can fudge how many hit points an enemy has to keep the encounter from being too anticlimactic or impossible, but a save is a save is a save, and at the moment if a guy fails his save against a surprise-round blindness spell, he's not kind of blind, he's just blind, and likely to get his butt kicked HARD despite your plans for this to be an interesting fight.

SheepishEidolon |

If you're planning to punish a player for playing his character then it's definitely not a game I want to be in.
You'd be surprised. My players do foolish stuff all the time, up to putting sensitive body parts into unknown magical liquid. Sometimes they struggle a bit for it, but they always get away with it - at level 6 nobody died yet. I don't teach them how to play, since figuring it out by themselves is way more fun for them. And I enjoy watching and supporting their creative playstyles.
'Teaching them teamwork' is a final resort, when the power difference becomes too large and talks don't work. It wasn't necessary yet, and given they enjoy teamwork, I doubt it ever will be.
Why not just give more toys to those that are struggling, then?
Happened last session. ;o)
But they *chose* to be frustrated watchers by intentionally picking classes that have a range of options.
I don't think they are totally aware of the consequences of their class choice at level 1. Even if they know the classes well, they probably don't know the campaign (and GM habits). For instance, in a campaign with many easily available magic items (e.g. Winged Boots) a fighter catches up in versatility while keeping his strengths.
"So what's the better deal for the party?" The higher in level you go, the more often the answer is to pick a spell that does more than buffing the fighter with the same slot would.
Ok, so the root of the problem is the relatively weak fighter who is not worth the buff, from a rational perspective. That weakness should be addressed anyway - with available items, encounter design, build advice or houserules. Then the buff might become the better decision automagically. Depending on situation of course - wouldn't want the wizard completely in the buff bot slot.

kyrt-ryder |
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hiiamtom wrote:SheepishEidolon wrote:Nope. Because he wants everyone to have fun. If one guy solves challenges all by himself, the others will be just frustrated watchers.Then why are you playing Pathfinder? One of the understood assumptions is that the classes are extremely lopsided and all experienced players should make this clear up front.
There are ways to counteract it, but without banning a large swath of class options (mostly full casters and master summoner) and helping people fit their concept in a different class (a "fighter" can be a lot of things). Seriously, Skalds are great fighters and Magi are amazing Swashbucklers. The character concept doesn't care about the game mechanics, so use something that enables fun up front.
I would rather run a game of all 2/3 casters filling the "classic" roles (something like a Bard, Alchemist, Magus, and Inquisitor) than trying desperately to balance encounters for any Rogue, Fighter, Wizard, and Cleric party.
Chararacter concept may well care about things like "casts spells" though. It would be really nice to not have "spell caster" be a near requirement for an effective character.
Though honestly, things like Slayer and some of the other newer classes do help.
Just curious here, are you of the mentality that Martial Maneuvers [ala Book of 9 Swords or Path of War] is "casts spells"?
They're the best way I've seen of providing a fairly balanced non-caster without really ramping up the character's raw capabilities. [Pathfinder FAR overvalues at-will options]

thejeff |
thejeff wrote:hiiamtom wrote:SheepishEidolon wrote:Nope. Because he wants everyone to have fun. If one guy solves challenges all by himself, the others will be just frustrated watchers.Then why are you playing Pathfinder? One of the understood assumptions is that the classes are extremely lopsided and all experienced players should make this clear up front.
There are ways to counteract it, but without banning a large swath of class options (mostly full casters and master summoner) and helping people fit their concept in a different class (a "fighter" can be a lot of things). Seriously, Skalds are great fighters and Magi are amazing Swashbucklers. The character concept doesn't care about the game mechanics, so use something that enables fun up front.
I would rather run a game of all 2/3 casters filling the "classic" roles (something like a Bard, Alchemist, Magus, and Inquisitor) than trying desperately to balance encounters for any Rogue, Fighter, Wizard, and Cleric party.
Chararacter concept may well care about things like "casts spells" though. It would be really nice to not have "spell caster" be a near requirement for an effective character.
Though honestly, things like Slayer and some of the other newer classes do help.
Just curious here, are you of the mentality that Martial Maneuvers [ala Book of 9 Swords or Path of War] is "casts spells"?
They're the best way I've seen of providing a fairly balanced non-caster without really ramping up the character's raw capabilities. [Pathfinder FAR overvalues at-will options]
I haven't played with either, but I don't think so.

Casual Viking |
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Ok, so the root of the problem is the relatively weak fighter who is not worth the buff, from a rational perspective. That weakness should be addressed anyway - with available items, encounter design, build advice or houserules. Then the buff might become the better decision automagically. Depending on situation of course - wouldn't want the wizard completely in the buff bot slot.
I don't think those are the right solutions. I think fixing the problem with better class design and better combat rules is better than an ever-growing tumor of house rules and GM pity. But redesign requires skills that the current designer stable doesn't have, and risks alienating the fanbase.

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And you know what? That's exactly what some players want and like. There's like three dozen classes now. Why can't just one- ONE! be the plain vanilla killing machine that a good number of players want to play?
You are definitely correct that plenty of folks want to play that character type. It's a good idea for the game to enable that character type.
The problem is, "the plain vanilla killing machine" is actually a broader skill set than the fighter has.
As long as the fighter has his favored weapon (hasn't been disarmed/sundered, or replaced by a better weapon of a different type than he originally specialized in) and the enemy is obliging enough to be vulnerable to it (isn't flying unless he's an archer, isn't incorporeal, isn't invisible, isn't immune or heavily resistant to his damage type, doesn't have greater reach, etc) then the fighter will indeed seem to be like the "vanilla killing machine".
But as soon as anything about the situation is more troublesome than a little DR, suddenly the fighter is useless (sometimes figuratively, sometimes literally, depending on the complication). The "vanilla killing machine," especially if that's his sole niche, should still have at least a reasonably strong capacity for killin' even when the stars don't align for him.
The fighter fails in this regard.
And of course, that's just the fighters. As you mentioned, there are other martials (though most people are typically referring to the nonmagical ones when they say 'martials' in these discussions), and their out-of-combat issues don't go away when we temporarily zoom in on the fighter.

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Jiggy wrote:"So what's the better deal for the party?" The higher in level you go, the more often the answer is to pick a spell that does more than buffing the fighter with the same slot would.Ok, so the root of the problem is the relatively weak fighter who is not worth the buff, from a rational perspective. That weakness should be addressed anyway - with available items, encounter design, build advice or houserules.
Isn't that pretty much the point of the topic? That there's an issue that needs addressing in one way or another?

hiiamtom |
Chararacter concept may well care about things like "casts spells" though. It would be really nice to not have "spell caster" be a near requirement for an effective character.
As long as you know you will not compete with magic, which is the driving force behind all the game's mechanics and default setting, then you're fine choosing Fighter. You just get to cut out a massive section of the core of the game and fluff and shouldn't be surprised when those rules do quite a lot.
I agree fighters should get lots of things, but there are already better combat systems than Pathfinder that are fast and tactical. A lot of them even have great esoteric magic that gives it more the mystical utility than pointing a finger of death at a target.

thejeff |
thejeff wrote:Chararacter concept may well care about things like "casts spells" though. It would be really nice to not have "spell caster" be a near requirement for an effective character.As long as you know you will not compete with magic, which is the driving force behind all the game's mechanics and default setting, then you're fine choosing Fighter. You just get to cut out a massive section of the core of the game and fluff and shouldn't be surprised when those rules do quite a lot.
I agree fighters should get lots of things, but there are already better combat systems than Pathfinder that are fast and tactical. A lot of them even have great esoteric magic that gives it more the mystical utility than pointing a finger of death at a target.
Conceptually magic isn't limited to "casts spells". The barbarian gets plenty of magic stuff that isn't "casts spells". Even the paladin, although she can cast, is mostly relying on other non-casting class features. The Book of 9 Swords or Path of War stuff isn't "casting spells".

SheepishEidolon |
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I don't think those are the right solutions. I think fixing the problem with better class design and better combat rules is better than an ever-growing tumor of house rules and GM pity. But redesign requires skills that the current designer stable doesn't have, and risks alienating the fanbase.
I wouldn't call it pity to correct injustice. But even if it needs pity to ensure fun: So be it.
Anyway, in my opinion, the fighter got several bones lately. While Unchained had no 'Unchained Fighter', it introduced VMC (feat costs are easier to handle for fighters), Combat Stamina (with the explicit statement 'if you want, it's fighter only') and an alternative action economy. Melee Tactics didn't hurt either, and who knows, Weaponmaster's Handbook might help too.
I think fighters can be quite interesting in combat. Forget specialization (Weapon Focus etc.), switch between different options like two-handed / one-handed plus shield / ranged / maneuvers as needed. Quick Draw supports that playstyle well. And you could take any fancy (nonexotic) weapon your group finds, no more need to wait for the next good version of 'your' weapon type. Improved Unarmed Strike and Improvised Weapon Mastery make you even more versatile. Vital Strike etc. makes you less dependant on full attacks - it works with any weapon and adds relatively more if you don't have weapon specialization.
Yes, you do less damage than a specialized fighter as long as his style works. But when it stops working (e.g. melee vs. flying opponent), you can still do something useful.
If that's not enough, add traits (especially these giving you additional class skills), an unusual race (e.g. for Gnomish Magic) or a solid Cha / Int score. Yup, it comes at a price - but sometimes a price is worth it.
Isn't that pretty much the point of the topic? That there's an issue that needs addressing in one way or another?
I don't know whether it's a general issue. Some people here keep saying that very emphatically. Others disagree, but they are less vocal and seem less eager to dive into long discussions.
If it becomes an issue at my table, I will address it. Preferably with the help of Paizo material, but if that's not a given, it can be done without it.

Captain Morgan |

SheepishEidolon wrote:Jiggy wrote:Pathfinder, however, is a game in which the fighter often doesn't get to engage at all unless the wizard ignores his own best chance of success in favor of instead helping to keep the fighter in the game. That is not a team game.Fly upgrades an (in this situation) useless fighter to one who can reliably do at least one attack per round.
Fly upgrades an already strong caster to one who can pursue his opponent a bit better (after all, many spells are ranged and don't care about height).
So what's the better deal for the party?You're making the wrong comparison. The wizard didn't wake up in the morning and go "Oh, look, I have Fly prepared. I wish I could have picked my own spells, but since I didn't, I guess I'd better figure out the best person to put it on."
No, the wizard woke up in the morning with an empty spell slot, and had to decide whether to fill it with a spell that will let the fighter participate, or to fill it with a different spell altogether.
"So what's the better deal for the party?" The higher in level you go, the more often the answer is to pick a spell that does more than buffing the fighter with the same slot would.
I love team play. Cooperative games offer something special. But when the only way to get there is to have my supernaturally-intelligent wizard make deliberately poor decisions about how he's going to prepare for life-and-death situations, that breaks my immersion and soils the narrative.
I don't want to have to choose between teamwork and roleplay. I want both.
Yeah. And think beyond spell slot preparation-- after all, that wizard may want flight prepared to put him out of reach of melee threats.
But if they encounter a flying threat, the other resource the wizard needs to juggle is action economy. Sure, he COULD cast fly on the fighter, who then needs to wait until his turn comes up on the initiative, probably only gets 1 hit off on their first round, gets to full attack next round if they are lucky...
Meanwhile the wizard could have killed the enemy with a lightning bolt, or blinded it, stunned it and knocked it out of the air... with the same action he would have used to cast fly. He doesn't need to cast fly on himself in the first place.
This has the added benefit of keeping his big dumb meat shield close by, so if the DM springs an ambush the wizard is safer.

Degoon Squad |
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First Martial are pretty much about gear at higher levels. At 10 level and higher your fighter should have a golf bag full of weapons and have as many potions as Bevo has wine. So if that dragon is out of melee range just grab your bow of speed and your dragon slaying arrows. Problem solved.
Also best way to counter Arcane caster is is don't play intelligent bad guys as if they never heard of magic, which many GM seem to do , and have your bad guys bring their own casters or monster that have spell like abilities. I tend to run lots of Drow/cultist as villains. And if your arcane/Martial don't co operate , well my monster do and a group of Arcane/Martial working as A TEAM will defeat a more powerful group which do not co operate as a team. An Arcane running by themselves after a retreating Drow Priestess is going to have a messy death. Or if an evil Wizard cast haste on his gargoyle minion and orders him to attack the squishy types in the back rank , your fighter better be ready and able to intercept.

Envall |
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While you should let them play it, don't babysit them and force everyone else to create conditions where they can participate. Because then you're not letting others play their characters.
Well of course you blame the system, but then you blame the player. If someone sat down and said "My character concept can only contribute in these limited circumstances." They don't then get to complain about not being able to contribute outside of those narrow circumstances.
Bullshit. Bad GM creates situations that are prohibitive to players and their character fantasies, and if even a good GM cannot avoid it, then the ruleset itself is busted. "Fighter cannot fight because of x" is just as unfair as "Wizard is not allowed to wiz because sudden anti-magic field".
I would buy your idea if Paizo came out openly and wrote to the corebook "Avoid these character ideas, we never intended them to be well represented by this ruleset" and then a list. But no, they print options for players that both ignite passionate ideas while then trapping the player. "I want to play The Knight" is about as a basic idea as "I want to play The Wizard". Oh, not to mention Rogue, that is another classic motif in fantasy.
Roleplaying is not a game you can win. There is no real win condition. Even the idea of somekind of checks and balances system where characters are "given turns" to shine is subtly awful, because you punish/reward players to get around the system. See, I agree with you two with that excluding others so one player can play is bad, but that APPLIES TO BOTH SIDES. Yet how come to you, hamstringing the martial is justified just because it was naturally done by the system?

Rub-Eta |
So what you're saying is that swarms should NEVER be used? Because some characters can't damage them? And flying enemies should NEVER be used because idiot with sword who didn't bring a bow can't reach them? That's bullshit.
Players need to face that their character can't do certain things. It's not bad DMing to challenge them.
Bad GM creates situations that are prohibitive to players and their character fantasies
I never said that this is good DMing. I'll let anybody, who didn't bring a bow, play their character to the fullest. If their idea of a character is "no bows" then they need to understand that a situation where a bow is more suited than a sword means they're useless.
EDIT: Situations that prohibits players to participate isn't only about choice of class. It's also something that spawns from within each action of the game. Condition of character, position of character, etc. a good DM is ready to challage the players at all times, even when they split the party (hence a situations that prohibits players to participate).See, I agree with you two with that excluding others so one player can play is bad, but that APPLIES TO BOTH SIDES.
Thing is, you don't apply it to both sides. A really shitty DM forces the sorcerer out of the sky "because the fighter can't fight up there". All of a sudden, the sorcerer can't do her thing because of the fighter. Why can't the fighter do his thing? Not because the sorcerer is flying, but because the flying monster is fleeing. Bring a bow, do the best of it. Otherwise the fighter have to deal with it. And maybe even the sorcerer needs to suck it up if she's out of spell-slots to cast fly. Now the bard has to do it all, or they could let it flee.

Rub-Eta |
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Then, as a player, you either need to deal with being an ineffective bow user at times (or is it ineffective enough to make it just not worth bringing one all together?). Or you could try to create situations where you don't have to deal with it. This won't work all the time, it really depends on the situation and how nice the DM is. But then again, everything in the game depends on these two things.
I'm not saying that every encounter should require a bow and everyone who isn't a very good bow user should suck it. I'm saying that a DM limiting the encounters to challenges that can be complete 100% by everyone in the party, is a boring DM.

Casual Viking |
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The difference is that there are plenty of situations where the fighter has to deal with being ineffective and a lot less where the caster has to deal with being ineffective.
"situations where the fighter has to deal with being ineffective" happen all the time just by opening the Bestiary, and "situations where the caster has to deal with being ineffective" mostly have to be carefully engineered by the adventure writer.

Rub-Eta |
The difference is that there are plenty of situations where the fighter has to deal with being ineffective and a lot less where the caster has to deal with being ineffective.
For sure, but that doesn't mean that DMs should avoid every situation where it is the case. Rather the opposite as every encounter or challenge would otherwise be very much alike. Just like how they shouldn't avoid situations where casters are less effective.
And there are situations like this, because casters can't do everything at the same time. Even though people seem to like the idea that all casters always have the perfect but situational spells prepared or on their spells-known list (or that they even have the spell at their spell list) at exactly the right time, this is not the case. The question isn't if there's a spell for it, it's whether it's even worth preparing it in the first place.
HWalsh |
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Fly upgrades an (in this situation) useless fighter to one who can reliably do at least one attack per round.
This is being very overlooked. A Fighter, a well built one, can be tremendously effective with only one attack per round.
I'm just so sick of the fighter whining, and I do play martials. There are all kinds of ways for a fighter to easily shore up his or her weaknesses.
"My Fighter can't fly on his own!"
At 12th level?
"Take winged boots!"
I don't wanna depend on any magical items!
"Take elritch heritage."
I don't wanna have to use any feats on things that shore up my character weaknesses!
Really? Do you just want everything handed to you? When I play a Wizard I make sure to spend a feat or two in things that shore up the fact that a melee getting up in my face can wreck my day. You don't see mages complain about having to take combat casting.
Make sure you have a Charisma of 15 after magical items. (Really this ain't hard by level 12)
Skill Focus Healing
Eldritch Heritage - Celestial
Improved Edlritch Hertitage - Celestial
Level 12 you can now shoot (at least) 5 times a day an anti-evil beam that does 1d4+5 damage. (And can heal good creatures, granted, this isn't much but...)
Level 12 you can also fly for 10 minutes per day, 60 ft of movement, with good maneuverability.
You have 12 (13 if human) feats at this point. You can sack the 3. That is WHY you have so many feats.

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That's the problem though. If a class with flaws needs magic items, feats or a particular build to be useful. While other classes can get by without it. Is not exactly a resounding endorsement to myself at least at the class being useful. That's what some don't understand I think.
It's like Rogues the only way to survive doing sneak attack damage consistently. Is to either use a certain build, ranged sneak attack or a kind DM who has the enemies ignore the Rogue stabbing them in the back. Once again is not going to want me take or tell others to use a Rogue.
It's all too easy to blame the player. Which I find a copout imo. As a a player I should not have to bend over backwards to make a class work because it was poorly designed by the devs. Try selling a brand new car with problems. Then when the problems are pointed out. Tell them "yeah so what. You know basic mechanics don't you. It's not my problem if you don't. Nor is it my fault if you lack the skills needed to fix the car. Your just not trying hard enough".

Snowblind |

SheepishEidolon wrote:
Fly upgrades an (in this situation) useless fighter to one who can reliably do at least one attack per round.This is being very overlooked. A Fighter, a well built one, can be tremendously effective with only one attack per round.
I'm just so sick of the fighter whining, and I do play martials. There are all kinds of ways for a fighter to easily shore up his or her weaknesses.
"My Fighter can't fly on his own!"
At 12th level?
"Take winged boots!"
I don't wanna depend on any magical items!"Take elritch heritage."
I don't wanna have to use any feats on things that shore up my character weaknesses!Really? Do you just want everything handed to you? When I play a Wizard I make sure to spend a feat or two in things that shore up the fact that a melee getting up in my face can wreck my day. You don't see mages complain about having to take combat casting.
Make sure you have a Charisma of 15 after magical items. (Really this ain't hard by level 12)
Skill Focus Healing
Eldritch Heritage - Celestial
Improved Edlritch Hertitage - CelestialLevel 12 you can now shoot (at least) 5 times a day an anti-evil beam that does 1d4+5 damage. (And can heal good creatures, granted, this isn't much but...)
Level 12 you can also fly for 10 minutes per day, 60 ft of movement, with good maneuverability.
You have 12 (13 if human) feats at this point. You can sack the 3. That is WHY you have so many feats.
You are massively underestating the amount it costs you. Fighters normally dump Charisma hard
15 charisma requires one of the following
15 Charisma on the point buy (11 points)
13 charisma on the point buy+ Cha headband+2 (7 points)
11 Charisma on the point buy+ Cha headband +4(5 points)
9 Charisma on the point buy+ Cha headband +6(3 points)
For the headband, fighters are desperate enough for extra will to pick up a wisdom booster, so they need to get a dual stat booster or an ioun stone, which are much more expensive.
11 points for the 15 charisma is not really feasible. For 13 charisma, 7 points is the equivalent of 18-20 Str, so the entire thing is costing you the 18000 to take a +4 belt to a +6 belt and compensate for the loss of point buy points plus another 6k to add charisma to a +2 wis headband, or 8k for a +2 charisma ioun stone. And this gets even more expensive as you level up, because Winged boots are a much more reasonable purchase than 24-26k, and that's ignoring the fact that this costs you 3 feats as well (oh, and you got a bonus to heal and a ray that is barely worth the space on your sheet...yay?).
Also, 3 non-combat feats and a high buy of what is normally a dump stat is not "easily shore(ing) up his or her weaknesses". It's a serious investment that costs the fighter a painful amount, and it is the sort of thing that goes well into the realm of "heavy char-op". It's possible to get around the problems that fighters have, but it requires a pile of char-op tricks. 3 feats on Eldritch Heritage and a bag of Quick Runner's Shirts is one option (humans and aasimar are probably better off getting Angel Wings instead, since it doesn't need Cha and for a human costs the same amount of feats). Triple archetyping and ghetto pouncing with that charge teamwork feat and a mauler familiar is another. These are all freakishly extreme options, and it isn't reasonable to expect every fighter to be part outsider or a monstrous alchemy mutated brute with a pet battlehawk. The class should just work without extreme optimization. Not to mention the fact that some GMs would take issue to growing Angelic wings without having a good RP reason (I personally wouldn't, but much less extreme build choices have been criticized on these boards for lacking roleplay justification, so it's a legitimate concern).

hiiamtom |
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OK, we need to get the language in line with the intent.
"Effective" does not mean DPR. "Effective" means the ability for a class to handle any situation. Wizards are effective, fighters are not.
Fighters are same-y because of the system restrictions, but what people really need in a martial character is something the party turns to them for. Not just sometimes, but fighters are the best class for that niche. Fighters don't have that, even in combat prowess.
In combat, Fighters (by fluff) should never have to be restricted to digging around for their grandfather's exotic weapon to use a lot of feats. They should be able to exit a jail cell, get their hands on a weapon, and then use that weapon as well as literally any other weapon they have ever used. Ideally this means that their main combat tactic has ranged and melee options and offers unique benefits instead of just damage. The way better combat systems handle proficiencies.
Out of combat, there should be times when dealing with soldiers or guards or something else that a fighter can do above others. Even just having a Wild Empathy ability where they show off their martial skills to other warriors to befriend them is a simple addition that makes way more sense than Bravery ever should. They literally have nothing but feats, which are ridiculously overvalued by the devs and doesn't help build a story.

kyrt-ryder |
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The problem isn't "I didn't bring a bow". Bringing a bow is easy. And ineffective.
Unless it's an expensive enchanted bow and you've invested in the Dex and feats to use it well. In which case you might as well just have built yourself as a dedicated archer to start with.
Precisely. The wealth system is a huge handicap on martial power despite certain posters claiming it's actually a boost to their versatility.
To at least level the playing field in terms of equipment with casters, Martials would need to receive inherent enhancement bonuses [to spend on either weapon special abilities or straight plusses their choice] to any/every weapon they wield, for free.
Then you still have the problem of martials having inferior class features in general, but at least they aren't paying half their wealth just to try to land their attacks.

HWalsh |
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They literally have nothing but feats, which are ridiculously overvalued by the devs and doesn't help build a story.
But, feats totally can tell a story.
Eldrich heritage - suddenly the character has powers from a bloodline. Maybe he can seek to learn more about his ancestors. I'd take that and run with it as a GM in a heartbeat.
Heck, a Fighter who specializes in an unorthodox mode of combat? All kinds of story fodder that other classes don't get as easy access to.
A Fighter who dual weilds with a double sword? Rock on! I'm totally going to use it as a plot hook.
The GM doesn't have to restrict themselves to generic module plots.

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Again I see your point. Saying that all it takes to make the Fighter viable. Is taking a certain mix of feats and items. Is not really selling a person on the class IMO. If anything it highlights the flaws. Not to mention your assuming every DM will allow Eldritch Heritage. Every DM allows every and all items. Even then rathet take Iron Will as a feat. Or a long sword. Rather than waste a feG taking double sword. As well ignoring that not every player wants to jump through hoops to make a class viable.

alexd1976 |
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Fighters can be fun to play, but the really do need better things, because they get almost NOTHING that is unique.
The monk abilities are unique, and tailored for the class.
Even the lowly rogue gets a huge list of neat stuff to choose from as they level...
Combat feats let you hit things with your pointy/slashy thing is slightly different ways, wow.
I'm tempted to gestalt Fighter and Rogue, and then slap fast heal on top of that somehow.
THAT is a class that I think could compare to, at least, Bard.

kyrt-ryder |
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Fighters can be fun to play, but the really do need better things, because they get almost NOTHING that is unique.
The monk abilities are unique, and tailored for the class.
Even the lowly rogue gets a huge list of neat stuff to choose from as they level...
Combat feats let you hit things with your pointy/slashy thing is slightly different ways, wow.
I'm tempted to gestalt Fighter and Rogue, and then slap fast heal on top of that somehow.
THAT is a class that I think could compare to, at least, Bard.
Houserule Bravery into being a flat bonus to Will Saves, modify Weapon Training to apply to all weapons equally and combine Armor Mastery's DR 5 as a scaling bonus starting from level 3 [and make it stack with Adamantine should the Fighter choose Adamantine over Mithral] and change Armor Training's bonus from increasing Max Dex on Armor into granting a Dodge Bonus to AC in all circumstances, and you've got a pretty ok class. Still far less flexible than many, but powerful enough that the character can actually afford to buy more flexibility with their resources [or focus on raw power if that's their thing.]

Metal Sonic |

Houserule Bravery into being a flat bonus to Will Saves, modify Weapon Training to apply to all weapons equally and combine Armor Mastery's DR 5 as a scaling bonus starting from level 3 [and make it stack with Adamantine should the Fighter choose Adamantine over Mithral] and change Armor Training's bonus from increasing Max Dex on Armor into granting a Dodge Bonus to AC in all circumstances, and you've got a pretty ok class. Still far less flexible than many, but powerful enough that the character can actually afford to buy more flexibility with their resources [or focus on raw power if that's their thing.]
I made some similar changes, and add the option to every morning let the fighter retrain ALL his bonus feats if he can train for 1 hour.

alexd1976 |

kyrt-ryder wrote:I made some similar changes, and add the option to every morning let the fighter retrain ALL his bonus feats if he can train for 1 hour.
Houserule Bravery into being a flat bonus to Will Saves, modify Weapon Training to apply to all weapons equally and combine Armor Mastery's DR 5 as a scaling bonus starting from level 3 [and make it stack with Adamantine should the Fighter choose Adamantine over Mithral] and change Armor Training's bonus from increasing Max Dex on Armor into granting a Dodge Bonus to AC in all circumstances, and you've got a pretty ok class. Still far less flexible than many, but powerful enough that the character can actually afford to buy more flexibility with their resources [or focus on raw power if that's their thing.]
I do like the idea of making feats like Focus/Specialization apply to all weapons...

hiiamtom |
But, feats totally can tell a story.
Eldrich heritage - suddenly the character has powers from a bloodline. Maybe he can seek to learn more about his ancestors. I'd take that and run with it as a GM in a heartbeat.
Heck, a Fighter who specializes in an unorthodox mode of combat? All kinds of story fodder that other classes don't get as easy access to.
A Fighter who dual weilds with a double sword? Rock on! I'm totally going to use it as a plot hook.
The GM doesn't have to restrict themselves to generic module plots.
You're right. I was unclear. Feats can help build your own personal story completely agnostic to the story the GM is building or the detailed narrative your party is building in that story. Adding class abilities that give the fighter's a method to interact with the world outside of a weapon is important.
Also, everything you are describing are not story elements; they are descriptions. Sure, Eldritch Heritage (a feat primarily aimed at and used by casters) has a lot of flavor for a fighter gaining strange magical abilities. Now your fighter pings and goes from not being able to grow claws to growing claws. The rest of the feat chain is also not enhancing the story - it remains the same.
Story feats exist which are pretty cool, but they are extraordinarily poorly implemented and are ignored because of it.
EDIT
I still say giving just spell-less classes the automatic upgrades from Unchained and automatic UMD ranks and you have decent classes that can help out.

Snowblind |
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...
Houserule Bravery into being a flat bonus to Will Saves...
Just as a minor thing, I would give the class a strong Will save before touching bravery. The reason being that a lot of archetypes swap bravery out, and upgrading Will to a strong save is strictly better for both the core fighter and all archetypes, including the ones that swap bravery out.

deinol |

I must say, I think Mythic Adventures did a lot to improve martial characters. I've been using Mythic Vital Strike to be quite effective and able to move and attack. I'm a guardian, so Cage Enemy lets me have true battlefield control. I'm not even particularly optimized, but I'm pulling my weight.
I don't think I'll ever run a non-mythic campaign again. I just wish there were mythic versions of more feats from all the various books beyond mostly Core.

kyrt-ryder |
kyrt-ryder wrote:Just as a minor thing, I would give the class a strong Will save before touching bravery. The reason being that a lot of archetypes swap bravery out, and upgrading Will to a strong save is strictly better for both the core fighter and all archetypes, including the ones that swap bravery out....
Houserule Bravery into being a flat bonus to Will Saves...
Normally I would do exactly, but I know a great many on these boards who freak out at the thought of Full BAB with all good saves [see Unchained Monk] so I proposed a compromise

DrDeth |

@DrDeth - I basically agree with much of what you said, but I'd honestly like to know more about why people feel martial classes aren't satisfactory outside of combat. It seems to me like anybody can put some ranks into social skills and participate in roleplaying, and that's how most of the out of combat time in my groups is spent. Maybe other people have some different experiences which can help me understand the problem though.
Well, if you dump Int (as suggested in several Guides) and get a racial subtype that dumps the extra Skp/lvl, and spend your level all on HP or something, then @ 1 Skp/lvl, you dont have much, then if you dump CHA (as also suggested), well, see you have no social skills. (sarcasm) Obviously, this is because the devs designed the class poorly, not because of your choices. (end sarcasm)

Cerberus Seven |
1 person marked this as a favorite. |

Metal Sonic wrote:I do like the idea of making feats like Focus/Specialization apply to all weapons...kyrt-ryder wrote:I made some similar changes, and add the option to every morning let the fighter retrain ALL his bonus feats if he can train for 1 hour.
Houserule Bravery into being a flat bonus to Will Saves, modify Weapon Training to apply to all weapons equally and combine Armor Mastery's DR 5 as a scaling bonus starting from level 3 [and make it stack with Adamantine should the Fighter choose Adamantine over Mithral] and change Armor Training's bonus from increasing Max Dex on Armor into granting a Dodge Bonus to AC in all circumstances, and you've got a pretty ok class. Still far less flexible than many, but powerful enough that the character can actually afford to buy more flexibility with their resources [or focus on raw power if that's their thing.]
That's a bit much, don't you think? It's hardly focusing or specializing at that point, plus it's less a feat choice and more an 'obviously you MUST take this because it blows everything else out of the water'. Pathfinder has too many "plus this number to this specific thing" options as it is.
Having Weapon Focus and Weapon Specialization work with an entire fighter weapon group would be better. We could then add in some other features that scale with level. The feats should provide simple, cool, and decently power combat boons. Things like being able to reroll a natural 1 so many times a day, or getting the ability to ignore an attack of opportunity made when using that weapon once a round, or being able to auto-roll maximum damage in some cases. Honestly, ALL the fighter feats could probably do with this treatment.