Do the Fighter / Sorcerer classes need unchained versions?


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wraithstrike wrote:


They only thing they can do is hit point damage, and they are not even always the best at that.

Barbarians are right with them and sometimes ahead, and they have out of combat utility without having to go into archetypes.

Barbarians can also have a decent AC, and if they go with the cookie-cutter build that boost DR they are ahead better in hit point defense. They can also get higher saves with superstition. They also have more hit points.

The fighter is better at archery, but that is not "everything". It might be the only thing they can claim as being consistently better at than a barbarian.

Overall the fighter is behind rangers, especially when you know hat enemies you will be fighting. Paladins are also ahead, unless the GM goes out of his way to mess with them.

From my perspective that just means Barbarians need toning down a tad.... perhaps a "Chaining"?!


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What do spellcasters need? An Iron Maidening?

If being above a fighter is bad, that pretty much eliminates just about everything outside of the unarchetyped monk and rogue.

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Here's a small list of what fighters lost going from 2e to 3e.

1) Exclusive access to high Str score bonuses.
Everyone can get as strong as a fighter.

2) Exclusive access to high Con score bonuses. Other classes limited to +2!
Now everyone gets the same bonuses.

3) Stat bonuses started at 15. Maybe.
Before, it took MAJOR investment in a stat to be good at it. A 15/14/13/12/10/8 character literally had NO bonuses if that 15 was in Str. To be a fighter or ANY kind of melee, you had to have serious investment in the appropriate stats.

4) Stats were limited, and stat boosters were rare.
Seriously, when you're limited to 18, and +Stat items aren't everywhere, hit die and what bonuses you DO have become very important.

5) Everyone else's BAB improved.
Wizards went for 1/3 to 1/2. Rogues went from 1/2 to 3/4, and clerics went from 2/3 to 3/4.

6) Saves crashed and burned.
Everyone knows this one. They didn't have the best starting out, but were neck and neck at 'Name' level, and the best at the end.

7) Got to move and full attack.
Not anymore, they can't.

8) Exclusive access to multiple attacks.
Only TWF allowed other classes to do the same.

9) The only class to get reliable damage bonuses via Weapon Spec

10) 'Unlimited' Dex in armor. ACP? What's that?

11) Monsters were given more hit points. Hugely more. Devastatingly more. Which makes fighters that much less effective against them (and direct damage in general).

12) Stats are Uncapped.
Similar to 1, but not only can other classes be as strong as fighters, they can be HUGELY MORESO, via magic. +3/+3 Double weapon spec was awesome, back in the day. ++16 Str from turning into a grizzly bear is moreso.

13) Loss of class abilities.
Main one for a fighter, the ability to found a keep and gather followers. Major impact on the narrative possibilities.

14) The most weapon proficiencies.
Back in the day, you actually had to choose what you were proficient in. Now everybody and their brother gets access to martial weapons.

15) Weapons were relatively stronger.
d8/d12 longswords. d10/3d6 Greatswords. Combined with lower monster hit points, weapons were simply stronger.

16) Spellcasting got sped up.
used to be, you could interrupt a caster anytime during the period his spell was being cast. Now, you have to hit him ON HIS ACTION to stop it, unless it's a rare full-round casting.

17) You hit a caster, he lost the spell.
One hit. No concentration checks, thanks.

18) Just as many skills as everyone else, no more.
Class skills, what? Major shafting here.

19) Fighter only magic items went away.
Tellingly, Girdles of Giant Str.

20) Less Healing magic.
If there's less healing magic around, the guys with the most hit points are the best to have. With healing magic, the main difference is how well you recover between fights, not how many you have in this one.
Basically, Wands of CLW made it easy to ignore having 20 less hit points then the guy next to you, if you all just got healed back up by the next fight.

21) Everyone now gets hit dice for all levels.
Like monsters getting more hit dice, and everyone getting the high Con bonuses, getting more Hit Die just made the HP advantage fighters used to have get sucked away.

22) The best hit die.
Wizards and rogues both got HD improvements in PF. Instead of making fighters better, they intro'd barbarians.

23) Potion miscibility.
Yeah, this. You were very careful of taking potion buffs, because you couldn't suck down a potion of healing while under a potion of giant strength, you know?

24) Magical armor had no move restrictions and was half weight.
Now? Unless it's made of mithral, suck it for some levels.

25) Bastard swords were awesome.
Bastard swords now suck.

26) Haste aged you a year.
When other classes get easy access to multiple attacks, it devalues the fighter types having them. Haste is everywhere now. Everyone gets multiple attacks at full BAB!

27) Casters couldn't move and cast. They had to sit on their butt and be a target until their spell went off.

28) Multiple attacks were all at the same hit rate.
Now, multiple attacks are less and less likely to hit.

29) Varying xp advance tables. Weak classes tended to advance faster.
Everyone advances the same in level, but not the same in power now.

30)Spell Resistance worked!
Spell resistance is now a small impediment with the right build, or not at all.

31) Save or suck spells got less and less effective with level.
Save and suck now gets more effective with level. This means Fighters having crappy saves is now doubly damning...at high levels, save-or-die spells were a loser's game. Now, it's ALL the game. Fighters cannot inflict these, and find it hard to defend against these.

32) Spells took a LONG time to get back.
Spells take an hour to get back...or less, with the right feats. This removes another limitation on casters.

I'm sure there are others, but that's all I could come up with in 15 minutes.

==Aelryinth


Grey Lensman wrote:

Also back in 1st and 2nd edition fighters had the second best saves at high levels (not so good at lower ones), beaten only by the paladin, who had....fighter saves with a plus 2 bonus. While each class had one save on the tree where they were king, a high level fighter was normally one point behind them, except they had those numbers for all their saves. Now, fighters have some of the weakest saves in the game.

And while the skills systems has certainly grown, back in 2E the skill disparity wasn't there either.

3rd edition, and by extension 3.5 and Pathfinder have not been kind to the class.

It's true, and very unfortunate. The Fighter should have no less than 4 + Int. modifier skill points and at least two good saves. Further I'd say 3rd/3.5/PF haven't really been kind to any weapon-based class compared to spellcasters.


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We don't always see eye-to-eye but this was a VERY impressive list Aelryinth.

Aelryinth wrote:

Varying xp advance tables. Weak classes tended to advance faster.

Everyone advances the same in level, but not the same in power now.

This one made me think, you could introduce Pathfinder's own slow/normal/fast XP progression based on classes. Full-Casters (wizards, summoners, clerics, druids, etc.) would progress Slowly, Half-Casters (Bards, Paladins, Rangers, Magus, etc.) would progress normally, and non-Casters (Barbarians, Fighters, Monks, and Rogues) would advance on the fast pace. This might level the playing field a bit. But it would wreak havoc on the CR system because it would be harder to judge how difficult an encounter would be if you had a Level 8 Fighter, Level 8 Rogue, level 5 Cleric and Wizard.

I dunno, thoughts?


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Harleequin wrote:

Fighters cant have everything... the system has changed significantly in recent times to try and improve their lot.

They cant have.... all the HP, all the AC, full BAB, bonus feats, all the archetypes, extra skill points.... etc etc

If they want to be more of a professional soldier then fine... they might have to give up being a death dealing critmachine!!

You know, I've never heard anyone ever tell a high level caster "well, you should have weakened your spellcasting if you wanted to do other things!"

Mostly because there are few, if any, things you can't do with magic. So we have a nice little double-standard where people argue the fighter shouldn't work on being as strong, fast, and tough as he can be (y'know, the things you have a fighter around for in the first place) if he wants to also be useful when a fight's not happening while the wizard can merrily dump his strength, wisdom, and charisma like a maniac and still glide on through remaining useful in any situation that doesn't involve arbitrary dead magic zones because his intelligence is sky-high and he's got skills and spells for days.

The fighter's HP and AC are not enormously better than that of other martial classes. The barbarian's HP is by design considerably higher, and when you add in their Damage Reduction a well-built barbarian gets hit more often than a fighter but takes considerably less damage, and has a higher HP pool due to a greater CON focus, bigger hit dice, and Rage. The Paladin has the same HP and AC as the fighter, doesn't have saves that make him a sitting duck against magic, and can use Lay On Hands to have a ton of self-healing. So the fighter is not the best in that category.

Every class gets archetypes. Most martial classes get bonus feats except the Barbarian and the Paladin, who both have class features more than good enough to make up for it. (The Barbarian's rage powers are so good that it's usually better to keep taking Extra Rage Power than going for more feats, because many feats are pretty lame and Rage Powers are awesome).

The Slayer and the Ranger, who are only slightly behind the fighter in terms of bonus feats, have similar or better DPR until very late in the game (so late it's not even worth mentioning at many tables), have better saves than the fighter and THREE TIMES as many base skills per level, and last I checked nobody thought the Ranger was "getting it all."

2+INT is bad design that has outlived its usefulness except as a balancing factor on Intelligence-based classes. Skills are an extremely vital aspect of how your character interacts with the world, and the fighter (1.) Has 2+int despite the fact every other class with 2+int gets magic to compensate, and (2.) Has the worst skill list out of any PC class in the game. This design means that the fighter is the worst possible PC class to pick for a player who wants to interact with all three pillars of adventuring; exploration, interaction, and combat. Because combat is the ONLY thing the fighter was designed to be any good at.

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The low level impact would be too huge.

The dif xp advances didn't really have that much impact at the low levels. It was when you got into Name level, and wizards took almost twice the xp to advance as Rogues did, that you started to see level difference.

I think I ran the math once, and a Fighter/20, Rogue/22, and Wizard/17 ended up around the same xp totals.

Slow vs fast is probably too big a gap. But medium vs Fast? Probably well doable. The problem is that they are still supposed to be 'equal', so what's the standard for gold and gear?

Just ugh. The system is too invested in levels now for calculating balance in the party. Your only alternative is to mess with the classes to restore equilibrium.

==Aelryinth


In home games I have spontaneous 9th-level casters gain spells levels at the same rate as the prepared casters. If spontaneous casting is such a boon that it warrants a slower progression then the spontaneous 2/3 casters would have it too. Similarly, classes that gain spells based on a bloodline, domain, patron, etc gain those spells as soon as they can cast them. Bloodlines are done on a case-by-case basis.

Fighters in my games get a new feature every 4 levels called Stamina Training that reduces the cost of Stamina Tricks by 1-5 and considers them as always having paid that many for tricks with variable Stamina costs. Other than that, most issues were fixed by the AWT and AAT options. There are a number of feat fixes I want to try as well.

I give every non-INT class a minimum of 4 skill points per level. All creatures can use the feats Power Attack, Deadly Aim, Piranha Strike, and Combat Expertise without choosing them as long as they qualify for the feat. Combat Expertise also no longer requires INT 13 because anything with a modicum of self-preservation should know how to be more cautious in combat.


Aelryinth wrote:

The low level impact would be too huge.

The dif xp advances didn't really have that much impact at the low levels. It was when you got into Name level, and wizards took almost twice the xp to advance as Rogues did, that you started to see level difference.

I think I ran the math once, and a Fighter/20, Rogue/22, and Wizard/17 ended up around the same xp totals.

Slow vs fast is probably too big a gap. But medium vs Fast? Probably well doable. The problem is that they are still supposed to be 'equal', so what's the standard for gold and gear?

Just ugh. The system is too invested in levels now for calculating balance in the party. Your only alternative is to mess with the classes to restore equilibrium.

==Aelryinth

Maybe Slow vs. Fast is too great a disparity. As for standard gold and gear, it would mess with the Wealth By Level but that's not exactly something everyone adheres to anyways. I mean, I only made some nods towards it when I DM 3.5/PF and I never really encountered problems with the early levels. Also, maybe gear and the like can be more geared towards the respectable characters?

But if the alternative is to mess with class features, I'm thinking the Fighter needs more ways to impose status effects. Some of the best wizard builds take creatures out of the fight or stop their actions, thus making them MUCH easier to handle than just churning through their Hit Points by attacking AC. A Fighter should be able to daze, stun, dazzle, nauseate, blind, etc. monsters with specific weapon attacks in addition to dealing damage.

Scarab Sages

Berselius wrote:
So, does anyone think the Fighter or Sorcerer classes both need some retooling? Just wondering.

I think the Fighter could do with an Unchained version, particularly in the realm of taking band-aid options like those presented in Ultimate Intrigue and Weapon Master's Handbook and baking them directly into the class chassis so the class isn't paying for things it should have gotten up front (improved version of Bravery, more non-damage-centric benefits for wielded weapons and armor, etc.).

For the Sorcerer, I'd like to see the class get its iconic bloodline spells at the levels other full casters gain those options; it has never made sense to me that someone for whom that magic is an inherent part of their being is often accessing that magic multiple levels after the wizard. Honestly though, beyond that I've never had any real issues with the sorcerer.


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Harleequinn wrote:
wraithstrike wrote:

They only thing they can do is hit pointWalk away from the group... At lesst 'til the other players reach their 16th birthday. :P

Alternatively, if you really, really don't want to leave... Do the suggested advice of calling them silly/embarassing nicknames and kill anyone who has a problem with it. Not a very mature solution, but when in Rome... damage, and they are not even always the best at that.

Barbarians are right with them and sometimes ahead, and they have out of combat utility without having to go into archetypes.

Barbarians can also have a decent AC, and if they go with the cookie-cutter build that boost DR they are ahead better in hit point defense. They can also get higher saves with superstition. They also have more hit points.

The fighter is better at archery, but that is not "everything". It might be the only thing they can claim as being consistently better at than a barbarian.

Overall the fighter is behind rangers, especially when you know hat enemies you will be fighting. Paladins are also ahead, unless the GM goes out of his way to mess with them.

From my perspective that just means Barbarians need toning down a tad.... perhaps a "Chaining"?!

Right... How dare those martials have fun, useful features... Only casters are allowed to do stuff other than hit enemies with a pointy stick...


Blackwaltzomega wrote:


You know, I've never heard anyone ever tell a high level caster "well, you should have weakened your spellcasting if you wanted to do other things!"

I didnt say that high level casting couldnt do with a tweak did I ?

I have commented several times on martial vs caster imbalance debates.

My general point is that the fighter is not as useless as people make out... yes it takes a degree of system mastery but then as I've said before... you cant have everything! And from an RP perspective can be played in just about anyway you like unlike a Paladin for example.

But hey I'm not here to go on and on.... so if you think different then cool.

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Lemmy wrote:
Harleequinn wrote:
wraithstrike wrote:

They only thing they can do is hit pointWalk away from the group... At lesst 'til the other players reach their 16th birthday. :P

Alternatively, if you really, really don't want to leave... Do the suggested advice of calling them silly/embarassing nicknames and kill anyone who has a problem with it. Not a very mature solution, but when in Rome... damage, and they are not even always the best at that.

Barbarians are right with them and sometimes ahead, and they have out of combat utility without having to go into archetypes.

Barbarians can also have a decent AC, and if they go with the cookie-cutter build that boost DR they are ahead better in hit point defense. They can also get higher saves with superstition. They also have more hit points.

The fighter is better at archery, but that is not "everything". It might be the only thing they can claim as being consistently better at than a barbarian.

Overall the fighter is behind rangers, especially when you know hat enemies you will be fighting. Paladins are also ahead, unless the GM goes out of his way to mess with them.

From my perspective that just means Barbarians need toning down a tad.... perhaps a "Chaining"?!
Right... How dare those martials have fun, useful features... Only casters are allowed to do stuff other than hit enemies with a pointy stick...

Barbarians are not considered overpowered.

As far as melees go, they are excellent. Good damage, mobile, excellent defenses, not weapon dependent, decent skill points. They can't heal themselves very well, and they've got little narrative ability, but they can even give away rage at high level.

It's not that barbs are too good, but their base chassis is better at what the fighter does then the fighter, mostly because of better defenses.

==Aelryinth

Scarab Sages

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Harleequin wrote:
wraithstrike wrote:


They only thing they can do is hit point damage, and they are not even always the best at that.

Barbarians are right with them and sometimes ahead, and they have out of combat utility without having to go into archetypes.

Barbarians can also have a decent AC, and if they go with the cookie-cutter build that boost DR they are ahead better in hit point defense. They can also get higher saves with superstition. They also have more hit points.

The fighter is better at archery, but that is not "everything". It might be the only thing they can claim as being consistently better at than a barbarian.

Overall the fighter is behind rangers, especially when you know hat enemies you will be fighting. Paladins are also ahead, unless the GM goes out of his way to mess with them.

From my perspective that just means Barbarians need toning down a tad.... perhaps a "Chaining"?!

The thing is, similar statements can be made about Rangers, Paladins, Slayers, Vigilantes, Samurai, etc. It's not the Barbarian who's the odd man out, it's the Fighter. You'd need to "chain" so many classes when it's simpler and more efficient to simply bring one class up to par.


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I'll admit, I hate seeing 2+Int as skill points. Right now as it stands our party's barbarian is outsmarting the CLERIC. And not just because she's got a 13 Int versus his 10. And I dread thinking of finding some way for a fighter to ... well, do much of anything out of combat. Skill point starvation is not a fun thing.

I do kind'a like seeing a class where you can just bolt things on you want to do. It can be overwhelming, tho, and 'system mastery' is one of those things I'd rather not make new players rely upon.

That said ... does it say something about the fighter's main benefit (lots of feats) that last year we got Dirty Fighting as a feat to kill some of the old feat taxes? I initially thought it was an overpowered feat, but now that I think about it, how many fighters would trouble themselves to pick up IUS and Combat Expertise?


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Qaianna wrote:

I'll admit, I hate seeing 2+Int as skill points. Right now as it stands our party's barbarian is outsmarting the CLERIC. And not just because she's got a 13 Int versus his 10. And I dread thinking of finding some way for a fighter to ... well, do much of anything out of combat. Skill point starvation is not a fun thing.

I do kind'a like seeing a class where you can just bolt things on you want to do. It can be overwhelming, tho, and 'system mastery' is one of those things I'd rather not make new players rely upon.

That said ... does it say something about the fighter's main benefit (lots of feats) that last year we got Dirty Fighting as a feat to kill some of the old feat taxes? I initially thought it was an overpowered feat, but now that I think about it, how many fighters would trouble themselves to pick up IUS and Combat Expertise?

My way of thinking is, getting a feat should be fun. You should be excited every time you get a feat because the feat is letting you do something cool that you can't normally do.

Unfortunately, a lot of feats are more about getting somewhat better at something you could already do or paying your taxes to eventually qualify for the cool feat, and that's no fun. Barely anyone ever actually USES combat expertise, in my experience as a GM, but there's plenty of people who have it; not because they want it, not because it fits their concept, not because they're ever going to use it, but because without it you cant try to trip or disarm or pull a dirty trick without getting punched in the face.

I appreciate Dirty Fighting, because not only is it more thematic for the kinds of characters that are normally forced to take combat expertise, it also reduces the "paying your taxes" portion of feats. And that's all to the good in my mind. You don't have to pay taxes on spells or class features, which are often powers that exceed feats in strength and utility, so if you're paying feat taxes the payoff should be something REALLY good.


Aelryinth wrote:

{. . .}

22) The best hit die.
Wizards and rogues both got HD improvements in PF. Instead of making fighters better, they intro'd barbarians.
{. . .}

1st Edition AD&D Unearthed Arcana already introduced the Barbarian with d12 hit dice (although with SLOW level progression by XP). It called the Barbarian a subclass of the Fighter, but for all practical purposes, the Barbarian was already a separate class.

Speaking of different level progression by XP, this would be a nice idea except for one problem: Good luck trying to figure this out when multiclassing in D&D 3.x/PF style instead of the way 1st Edition did it.

Edit: Fix broken quotes.


Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.


Harleequin wrote:
wraithstrike wrote:


They only thing they can do is hit point damage, and they are not even always the best at that.

Barbarians are right with them and sometimes ahead, and they have out of combat utility without having to go into archetypes.

Barbarians can also have a decent AC, and if they go with the cookie-cutter build that boost DR they are ahead better in hit point defense. They can also get higher saves with superstition. They also have more hit points.

The fighter is better at archery, but that is not "everything". It might be the only thing they can claim as being consistently better at than a barbarian.

Overall the fighter is behind rangers, especially when you know hat enemies you will be fighting. Paladins are also ahead, unless the GM goes out of his way to mess with them.

From my perspective that just means Barbarians need toning down a tad.... perhaps a "Chaining"?!

All of the martial(full-BAB) classes are overall better than a fighter. The fighter needs help. The other classes down't need to be brought down. It is not just an issue of system master because even the people here who know the rules well question the fighter. If you have some fighter build that can do extremely better than the other classes(full BAB) at damage, and have out of combat utility(from the class) then post it.

The slayer is close enough to it in damage to be the main damage dealer, and beats it in utility, and the slayer is behind the ranger in against some enemies and doesn match the ranger in utility.

It is fine to feel a certain way, but without objective proof its just words on the screen


UnArcaneElection wrote:
Aelryinth wrote:

{. . .}

22) The best hit die.
Wizards and rogues both got HD improvements in PF. Instead of making fighters better, they intro'd barbarians.
{. . .}

Speaking of different level progression by XP, this would be a nice idea except for one problem: Good luck trying to figure this out when multiclassing in D&D 3.x/PF style instead of the way 1st Edition did it.

That's a good point too. One option is to just nix multiclassing altogether. There are, quite frankly, MORE than enough base classes to cover anything multiclassing would accomplish and also remove things like level-dipping. You'd have to rate PrCs based on a number of factors to figure out where they would progress though


I would love to see an unchained fighter. I like the class as the "pure" martial, but right now it is embarassing. Yes, it got some new toys since unchained, but the problem is that the core of the class is lacking.It can fight well, though other martial characters like paladins or rangers can match or even exceed it, and it can't do anything else all that well.

I think the core of the class is really lacking. You have 3 class feature before lvl 19, one of which is pretty lackluster (bravery gives you no more than a trait until level 10 and is no better than being near a paladin until almost the end of the game) , 1 good save, 2+int class skills, and no casting (which could simulate no class features). Yes, you have a lot of feats, but many features are as good or better than feats. The vigilante was pretty much the last straw, having class features that give more than one feat on a chassis better in almost every way.

An unchained sorcerer can restructure the class slightly - it has a few issues such as very few spells known early on (notably fewer than a bard or summoner,which imo is strange and frustrating for the player), and would be nice, but not necessary. However, an unchained fighter is a must.

Paizo, please. I appreciate the effort into patching the fighter piecemeal, but the problem goes deeper than that.


I did an unchained version of the Fighter last autumn, which is possibly a shade too powerful, but it's certainly better than the default class.

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Grey Lensman wrote:
Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.

Nope, nope, you totally missed the VERY FIRST LINE.

"Here's a small list of what fighters lost going from 2e to 3e."

Is 1e in there? No? Didn't miss anything. Yes, 1e barbs with their 8d12 +4 HP/level afterwards, double dex and con bonuses, and can't use magic weapons until 6th level or something; poster boys for Method 6 dice rolling because even Gygax said you needed 18/17/16 for them to be really effective, yes yes.

Weren't in 2e.

==Aelryinth


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@Aelryinth

Almost all those fighter "advantages" were horrific flaws in the game that needed to change for it to become competitive again.

1) Capped strength hurt non-fighter non-casters.

2) Never made sense. Con is con. After Runequest and GURPS people started wanting sense.

3) Stats were mostly irrelevant. Now they're not. There's enough bias towards extreme stats when 12s and 14s mean something. You'd never see a rounded character under point buy in TSRD&D.

4) Unless they were anywhere between 3 and 14. Then they didn't matter at all. Mor magic items may have been a bad change, but it's not the fighter that's advantaged when you remove them. It's the wizard and cleric and druid.

5) Without different XP tracks boosting the rogue he needs 3/4 BAB to be only mostly useless. The attack bonus increases aren't only necessary, they're plainly inadequate. Besides, barbarians and rangers and paladins always used the fighter table.

6) Yes, this is bad and bad for fighters. WotC dun goofed on save progressions.

7) This may be necessary to prevent rocket tag. Under 3e multiclassing everyone might dip fighter to get it. Under Pathfinder's passive aggressive anti-multiclass pressure it would have to be given at a minimum to all full BAB classes and creatures and probably to all period. Because monks and rogues need it.

8) Multiple attacks are necessary to expand the relevance of AC. See point 28.

9) This change was necessitated by all the changes to HP which in turn were necessitated by people wanting more symmetrical rules.

10) Agreed. This doesn't particularly help fighters, though. Reverting would just remove one of the last class features fighters have. Clerics and inquisitors and all the classes that make fighters obsolete are the big beneficiaries.

11) This was probably overdone in size bonuses to con, but systems that offered symmetrical rules were dominating the market when 3e was designed.

12) You're exaggerating. By about a factor of four.

13) Ironically, this sort of thing had to go to have narrative games. Caramon Majere never had a keep. Most Paizo APs would either break if the player had a keep or render it useless by sucking them into other planes where they would whine that they aren't getting to use the keep they were promised.

14) This was needed to make loot not vendor trash. The only problem is that some class abilities are still specific because Paizo never actually looked into why 3/x was the way it was.

15) The problem is that you have two numbers there for different targets. There were few things WotC could streamline without making things worse, but that was one of them.

16) Casters were really horrible to play. This might be an overreaction, but with other better games on the market WotC could not cater to the grognards that didn't keep TSR in business.

17) This really needed fixing. Casters have a finite number of chances to do anything, and sometimes the thing they're doing is keeping your sorry fighter ass alive.

18) Skills were badly handled and whoever thought 2+int was reasonable for anyone probably had an int of around 2, but this isn't a fighter thing. It started out as an everyone but rogue and ranger thing and new classes have been less horribly designed.

19) Since there was no magic market before 3e those were a chimera. You had the possibility your GM might take pity on your patheticness and make all you'd invested in your strength irrelevant by bestowing on you max strength through no merit of your own. Possibly useful as a parable for divine grace, but a horrible game mechanic.

20) Healing is necessary for encounter balance to even be attempted.

21) A bunch of stupid tables were streamlined away. And levels get to actually mean something.

22) WotC didn't invent the barbarian or give him d12 hit dice. Paizo made squishy characters die less. Death is bad for narrative flow, immersion, and game flow.

23) Preventing fighters from using healing potions is not a boost to fighters.

24) This isn't about fighters either. Fighters have a class feature to mitigate this so reverting it would benefit everyone else that wears medium or heavy armor but not the fighter.

25) So? They weren't the preferred weapon choice then and they aren't now so who cares?

26) Yes, let's force people to meticulously track age and aging penalties. That'll be fun. Good riddance to bad rubbish.

27) Maybe, but casters used to be horrible to play until they were broken and now there are levels where everyone is okay to play. The old dynamic was not a good thing.

28) This is an important mechanic to expand the range of attack values over which armor is relevant.

29) XP tables complicate things. At least a large minority of tables go even farther and no longer use XP at all and level by events.

30) Maybe, but barbarians and paladins and rangers existed and still exist.

31) Yes.

32) Not letting casters play the game more than a few times a game day means either someone's bored or all that time gets skipped over. The per diem mechanic is bad enough when it's a full refresh. The D&D brand would not have recovered from the TSR collapse if it didn't match other systems in having fun magic users.


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Aelryinth wrote:
Grey Lensman wrote:
Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.

Nope, nope, you totally missed the VERY FIRST LINE.

"Here's a small list of what fighters lost going from 2e to 3e."

Is 1e in there? No? Didn't miss anything. Yes, 1e barbs with their 8d12 +4 HP/level afterwards, double dex and con bonuses, and can't use magic weapons until 6th level or something; poster boys for Method 6 dice rolling because even Gygax said you needed 18/17/16 for them to be really effective, yes yes.

Weren't in 2e.

==Aelryinth

I wasn't responding to YOUR post, but someone else's. Which you apparently TOTALLY MISSED.

Sovereign Court

My Self wrote:
Charon's Little Helper wrote:
Give sorcerers more skill-points. 4+ Int would be fine; wizards would still get far more in practice, but at least sorcerers could actually get Spellcraft/Knowledge: Arcana and have a couple points leftover.
Honestly, Cleric needs an Unchained version more than the Sorcerer. But since they're both 9-level casters, they don't need an unchained version *that* bad. 4+INT skillpoints on either of those classes would be great.

I don't think that the cleric needs it nearly as much. Sure, it's a bit annoying for both, but the cleric isn't competing with a class which is a SAD Int based class for a group slot.


My problem with the fighter now is that they are "fixing" the fighter by offering feats to help it. Which begins to be a problem, cause now you have a half-dozen feats to patch the fighter up to effectiveness, but you're not delayed on any feat chains cause you need to spend everything just getting some basic class features.

RPG Superstar 2012 Top 16

Counterpoints! They weren't 'horrific imbalances'. They were design intentions! And, overall, you're arguing 'reason for the change'. I'm informing you of the 'effect' of the change, not the reasons for it.

1) of course it did. And guess what? Most video games where you have a melee specialist...he can get stronger then other classes, too!
You may as well argue restricting spellcasting to caster classes hurts non-caster classes!

2) More hp/health/vitality for the melee classes is a hallmark of a lot of the video games I play where stuff has specialized roles. having more hit points was a class benefit, as surely as having spells.

3) Stats required investment in the class and the role. You didn't make 'all-arounders'. You made people that specialized in their class. For fighters, it meant the investment for performance went from a minimum 16 to a 12. That's huge.

4) You're not seeing it again. Casters didn't have many stat boosting spells, either, and the ability score limits were STILL in effect. If you can get +6 to Con from a magic item, it doesn't matter as much if you start with a 10...you're still getting where you want to go. Seriously, if I have a 17 with no buffs, or a 13 with a Belt +4, who has the advantage? The guy who didn't point spend to hit 17.

5) You're focusing VERY specifically on the rogue. And it doesn't matter that it's a balance issue...this is focused on the fighter!
Making other classes more combat worthy means you rely less and less on the classes that already are. And so it goes...from 3e onwards, dispensing with the fighter entirely is a completely viable strategy. You don't NEED a melee-centered class in the party...everyone is much better at fighting.

6)----
7) It might be necessary, and it might be by design. But what it did is eff over melee classes, since they couldn't move and full attack. You're an archer, you have pounce, or you can't deal your full damage anymore. It effs up melees bad.

8) When everyone gets multiple attacks, it devalues those who already have it. Period. AC relevance has no bearing on this. IT's strictly damage calculation.

9)Don't care about 'necessity'. It still F'd the fighter by giving away his toys. No more need for fighters.

10) No, the point is it devalued the ability to wear full armor and keep your dex, and thus a high AC. Other classes would either have to spend resources to gain heavy armor prof, or couldn't wear it at all. Now, the advantage to heavy armor over light is +2. It used to be +4 or better.

11) Again, I'm not arguing reasons, I'm arguing EFFECT. I don't care about the 'reasons' at this point. I'm showing what it DID.

12) Eh, no, I'm not. Stats were limited to 25 in the old system. Fighters have no way of raising their stats. Spellcasters can raise Str and Con to astronomical levels, and in doing so, since there's no class cap, either, they end up with far more HP or TH dmg bonuses then a fighter. A melee-centered Druid turning into a Huge Dire Bear gets a +16 size bonus to str...+8/+8 Th dmg, and alchemists can abuse mutagens like no tomorrow. When the guy next to you can bulk up to a 40 Str, and you can hit a 26, it looks bad when he hits more and does more dmg then you do.
It may be a 'corner case', as MOST people don't try to overshadow the melees this way...but they can, it's part of the system, and it's another nail in the coffin.
Not only NOT the strongest, but way, way worse.

13) You only got the keep if you WANTED one, and was willing to settle down. Would have no impact on an AP whatsoever, except maybe Kingslayer. Loss of any narrative ability related to getting that keep and command of your own army.

14) It devalued skill in weapons tremendously. Again, EFFECT, not reason. Loot? What? 3e is totally customizable in loot, and encouraged to be so. You can buy anything.

15) Skill in weapons became less damaging. Effect, not reason. And fairly logical, really.
Hitting something big with a blunt weapon did not have as much effect as hitting something small. Sticking a sword through a human creates a foot long would. Sticking a sword through a hill giant creates a 3 feet long wound.
Combine less effective weapons with more hit points for monsters, and fighters were shorted again.

16) Casters now DOMINATE. THere's no balance against the power of the spells. They were harder to play, and required different tactics, yet could still turn the tide of play. They can do the full shtick of their class and still move around.
Fighters no longer can. Huge shift in power focus.

17) They went from needing skill and tactics to play to needing to roll a die for an auto-pass. Hugely facilitated a shift in power.

18) Didn't say it was done well. Said they were as good as everyone else.
Now, they aren't.

19) Eh, no. There are PLENTY of caster-specific magic items. Why can't fighters have some?
And those items, tellingly, were more powerful then any magic spells, and catered specifically to powerful melee roles, including exclusive access to post-18 Str scores. Let's just do away with such things.
It'd be like doing away with wands and staves for casters.

20) Again, effect, not reason. Easy healing means having more hit points/bigger Hit die is less important. Just look at the paladin. His LoH now effectively gives him twice his health per day, or more, as he levels. THe fighter can't match that. He can't even use a CLW freely.

21) Levels always meant something. They meant the fighter always had more hit points, that stats didn't rule the world, and now their advantage in hit points is absolutely gone.

22) Again, you're arguing reason, not effect. More hit dice means other classes can tank more, which reduces the need for fighters.

23) If chugging potions for buffs is what makes you competitive with a fighter...it makes a fighter less usable. i.e. if it's easy to buff up to a fighter's level, being a fighter is not valuable.

24) I said 'suck for some levels'. but in this case, it is also discrimination against other melee classes, who didn't have move restrictions in magic armor, and now they do.

25) They were a great weapon then. And now they suck. That's a nerf. Along with other weapons.

26) Haste is a spell that lets you buff to perform like a melee person. It grants AC, more attacks and movement. It is EXTREMELY common, and can totally dominate a combat encounter. And before, you never used it unless there was an absolute emergency.
Haste means you don't need a melee around to be a combat badass. "I can buff to be equal to a fighter" means you don't need a fighter.

27) Being able to get spells off easily means you don't need fighters around, you can just buff instead or avoid, or whatever. It's a nerf to fighters if it's one less thing you need them for.

28) It's totally irrelevant, it's just math. 20/15/10/5 is mathematically equal to 5/2 attacks. It was a needless complication, and it catered to Haste users. Haste is more powerful then your last two iteratives. So, it's more important to be able to cast haste then to get multiple attacks, because of that decreasing utility. a f/20 who could cast Haste every combat could get rid of his 10/5 attacks, and still do more damage.
it helps the shift from class abilities to spells.

29) XP tables are not complicated at all. You just look it up. The XP provides another basis of comparison for class power.

30) And are not offensive casters. Not sure what you're trying to argue, here. Casters being less successful with spells meant using more reliable means to kill stuff, i.e. melee classes.

31)------

32) Again, reason, not effect. Another drawback of being a caster done away with. Casters being able to completely swap spells everyday is a hallmark of their power and ability to adjust to any play style. That being more difficult spread the load around more.

==Aelryinth

RPG Superstar 2012 Top 16

Grey Lensman wrote:
Aelryinth wrote:
Grey Lensman wrote:
Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.

Nope, nope, you totally missed the VERY FIRST LINE.

"Here's a small list of what fighters lost going from 2e to 3e."

Is 1e in there? No? Didn't miss anything. Yes, 1e barbs with their 8d12 +4 HP/level afterwards, double dex and con bonuses, and can't use magic weapons until 6th level or something; poster boys for Method 6 dice rolling because even Gygax said you needed 18/17/16 for them to be really effective, yes yes.

Weren't in 2e.

==Aelryinth

I wasn't responding to YOUR post, but someone else's. Which you apparently TOTALLY MISSED.

No, just quoted the wrong person. Heh. I thought you quoted the original, and you didn't.

==Aelryinth

RPG Superstar 2012 Top 16

Chess Pwn wrote:
My problem with the fighter now is that they are "fixing" the fighter by offering feats to help it. Which begins to be a problem, cause now you have a half-dozen feats to patch the fighter up to effectiveness, but you're not delayed on any feat chains cause you need to spend everything just getting some basic class features.

Because otherwise they would have to fix the very class. Can't have that happen.

I mean, seriously, it's taken how many years for them to JUST put in some basically fighter-only feats? Which are just forcing them to spend already scarce class resources to get stuff they should have by Default.

==Aelryinth


Fighter could do with an unchained make-over yes, compared to the slayer for example, it comes off very poorly, nevermind casters.

Sorceror feels fine to me, although I've not played a lot of the newer archetypes, etc and we don't allow the arcanist. I'd be wary of power creep in this case.

Liberty's Edge

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My changes are below:

Sorcerers should get 4 skill points a level plus they should get their bonus spells when they get that level of spells. Not huge changes but rather quality of life improvements.

Fighters need a bit more. I did like the stamina system from Unchained but it would need to be flushed out a bit.


Aelryinth wrote:

The low level impact would be too huge.

The dif xp advances didn't really have that much impact at the low levels. It was when you got into Name level, and wizards took almost twice the xp to advance as Rogues did, that you started to see level difference.

I think I ran the math once, and a Fighter/20, Rogue/22, and Wizard/17 ended up around the same xp totals.

Slow vs fast is probably too big a gap. But medium vs Fast? Probably well doable. The problem is that they are still supposed to be 'equal', so what's the standard for gold and gear?

Just ugh. The system is too invested in levels now for calculating balance in the party. Your only alternative is to mess with the classes to restore equilibrium.

==Aelryinth

You could do effective level and actual level. Effective level for fighters is fast progression and actual level is medium. Wealth by level and APL is based actual level but effective level is what your class is based on. Going slow/medium or medium/slow the class that use the faster XP chart would be 1 level high at 5th level.

Also depending how the GM awards XP you could have those classes a level ahead sooner too. That's how we used to do it in 2E. Rogues were and cleric were shooting up in power fast at the low levels.

RPG Superstar 2012 Top 16

well, from 4-8 wizards ruled the roost in speed in 2e. At 11+ they started to go slooooow.

Druids were the kings of fast advancement, getting to 12th before any other class.

Someone made up a chart somewhere of the crazy differences in how fast classes advanced over levels. It was really kind of funny.

==Aelryinth


Aelryinth wrote:

well, from 4-8 wizards ruled the roost in speed in 2e. At 11+ they started to go slooooow.

Druids were the kings of fast advancement, getting to 12th before any other class.

Someone made up a chart somewhere of the crazy differences in how fast classes advanced over levels. It was really kind of funny.

==Aelryinth

Remember the highest level druid I ever played (13th) hitting an xp wall yes.


Aelryinth wrote:
Grey Lensman wrote:
Aelryinth wrote:
Grey Lensman wrote:
Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.

Nope, nope, you totally missed the VERY FIRST LINE.

"Here's a small list of what fighters lost going from 2e to 3e."

Is 1e in there? No? Didn't miss anything. Yes, 1e barbs with their 8d12 +4 HP/level afterwards, double dex and con bonuses, and can't use magic weapons until 6th level or something; poster boys for Method 6 dice rolling because even Gygax said you needed 18/17/16 for them to be really effective, yes yes.

Weren't in 2e.

==Aelryinth

I wasn't responding to YOUR post, but someone else's. Which you apparently TOTALLY MISSED.

No, just quoted the wrong person. Heh. I thought you quoted the original, and you didn't.

==Aelryinth

He only had a snippet in there for me to go from. Sorry if I came across as to angry in the response.

RPG Superstar 2012 Top 16

strayshift wrote:
Aelryinth wrote:

well, from 4-8 wizards ruled the roost in speed in 2e. At 11+ they started to go slooooow.

Druids were the kings of fast advancement, getting to 12th before any other class.

Someone made up a chart somewhere of the crazy differences in how fast classes advanced over levels. It was really kind of funny.

==Aelryinth

Remember the highest level druid I ever played (13th) hitting an xp wall yes.

Yeah, that +500k a level was a pain.

Of course, you got d8's all the way through level 15, so hit points were never something a druid worried about. Only the 1e bards had more.

==Aelryinth

RPG Superstar 2012 Top 16

Grey Lensman wrote:
Aelryinth wrote:
Grey Lensman wrote:
Aelryinth wrote:
Grey Lensman wrote:
Anyone whose earliest experiences with the game are 2nd Edition could easily miss that - the Barbarian went to being a fighter kit in that edition, rather than a specific class.

Nope, nope, you totally missed the VERY FIRST LINE.

"Here's a small list of what fighters lost going from 2e to 3e."

Is 1e in there? No? Didn't miss anything. Yes, 1e barbs with their 8d12 +4 HP/level afterwards, double dex and con bonuses, and can't use magic weapons until 6th level or something; poster boys for Method 6 dice rolling because even Gygax said you needed 18/17/16 for them to be really effective, yes yes.

Weren't in 2e.

==Aelryinth

I wasn't responding to YOUR post, but someone else's. Which you apparently TOTALLY MISSED.

No, just quoted the wrong person. Heh. I thought you quoted the original, and you didn't.

==Aelryinth

He only had a snippet in there for me to go from. Sorry if I came across as to angry in the response.

s'fine, you were actually defending me and it looked like I was correcting you. No worries.

==Aelryinth


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Aelryinth wrote:

Someone made up a chart somewhere of the crazy differences in how fast classes advanced over levels. It was really kind of funny.

==Aelryinth

2nd ed Level Chart


1 person marked this as a favorite.
Aelryinth wrote:
strayshift wrote:
Aelryinth wrote:

well, from 4-8 wizards ruled the roost in speed in 2e. At 11+ they started to go slooooow.

Druids were the kings of fast advancement, getting to 12th before any other class.

Someone made up a chart somewhere of the crazy differences in how fast classes advanced over levels. It was really kind of funny.

==Aelryinth

Remember the highest level druid I ever played (13th) hitting an xp wall yes.

Yeah, that +500k a level was a pain.

Of course, you got d8's all the way through level 15, so hit points were never something a druid worried about. Only the 1e bards had more.

==Aelryinth

And monks having stupid prerequisites (3 stats @ 15+, one at 10 if I remeber correctly) then getting 2d4 hit points at first level and getting a d4 thereafter.

And people moan about anti-monk bias these days...

RPG Superstar 2012 Top 16

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Well, come on, 4 attacks for 8-32 at high level was VERY impressive. Low levels, not so much. and they got those d4's all the way through, as I recall?

Of course, nobody used the classic 1e monk once Oriental Adventures came out. Karate monks could end up with 6 attacks doing 5-30 damage each at top level!...and other such fun stuff.

But, talk about qualifying for a class...hehe, yep, monks were pretty bad, right up there with the 17 Cha req for the paladin. Only the 1e bards were worse then that (15 str, 17 Dex, and bard reqs, too!).

==Aelryinth

RPG Superstar 2012 Top 16

voska66 wrote:
Aelryinth wrote:

The low level impact would be too huge.

The dif xp advances didn't really have that much impact at the low levels. It was when you got into Name level, and wizards took almost twice the xp to advance as Rogues did, that you started to see level difference.

I think I ran the math once, and a Fighter/20, Rogue/22, and Wizard/17 ended up around the same xp totals.

Slow vs fast is probably too big a gap. But medium vs Fast? Probably well doable. The problem is that they are still supposed to be 'equal', so what's the standard for gold and gear?

Just ugh. The system is too invested in levels now for calculating balance in the party. Your only alternative is to mess with the classes to restore equilibrium.

==Aelryinth

You could do effective level and actual level. Effective level for fighters is fast progression and actual level is medium. Wealth by level and APL is based actual level but effective level is what your class is based on. Going slow/medium or medium/slow the class that use the faster XP chart would be 1 level high at 5th level.

Also depending how the GM awards XP you could have those classes a level ahead sooner too. That's how we used to do it in 2E. Rogues were and cleric were shooting up in power fast at the low levels.

What you would probably have to do is set up a 3rd rating system that was not tied to class level.

So, monsters and CR and loot would be figured on an A, B, C, D scale, instead of 1,2 3 4 etc. Then you tie A to a certain xp level, B to another, and so forth.

Then class level becomes less relevant, as you are working off xp total instead...a different 'scale'.

Then you set one class as the baseline, probably PF bard or Inquis, and then assign rapid or slower advancement to classes based against them. The less magic you have, the faster you advance. Then just run the xp tables so expected levels of power are appropriate.

I do remember in 1e, the 7/11 f-mu's had no problem adventuring alongside the level 13+ main characters in our parties. Of course, a lot of that was due to easier monsters. Still, if you keep improving gear and spell selection, casters can pull WAY above their levels, and buffs never go out of style.

==Aelryinth


Has there been a official comment from a Paizo rep on the boards why there was no new Fighter in unchained or if anything like that may be in the works, btw?


The Shaman wrote:
Has there been a official comment from a Paizo rep on the boards why there was no new Fighter in unchained or if anything like that may be in the works, btw?

Yes, something about time, space, and the upcoming handbooks was mentioned I believe but I think it was buried in a long thread about another unchained class.


I am surprised that the fighter and sorcerer are only ones mentioned to be unchained. How about unchained cleric, bard, samurai, ninja, magus, swashbuckler, shaman, cavalier, slayer, etc.


I wouldn't mind Ninja Unchained (why didn't it get this along with the Rogue?) Or Cavalier Unchained (actually most need Cavalier Orders Unchained, but I also remember one of the Paizo people saying that if they had space for 1 more Unchained class in Pathfinder Unchained, Cavalier was next on the list; in any case, when doing Cavalier, do Samurai at the same time). From both what I've heard on these boards and seen in a PbP, Swashbuckler seems to have some difficulty being effective, so this is another valid candidate. And as noted above, I would like to see a Cleric Unchained not for more power overall (except add more skill ranks per level), but to make it more interesting.


Most of those classes you listed are in a good place right now. They get good and interesting class features.

barb was unchained because they wanted simpler rage, and I think a dev had a personal problem with rage-cycling.

Rogue was needed, it had little class features and had a hard time doing it's job.

Monk was needed, some didn't like what they did to it, But I think it's designed better now at least.

summoner was their chance to put in the correct spell list, and they decided to tone down the Eidolon in the process.

cleric, sorcerer, wizard, and fighter are all classes that have few class abilities, but the casters are doing their jobs so they don't really need unchaining. And the fighter has been "unchained" by AWT, AAT and feats to get them.


^For the Summoner, calling the Unchained Summoner by its official name sounds like one of those names that George Orwell warned us about -- I don't mind the nerfs to the spell list and the availability timing and cost of Evolutions for the Eidolon, but they really constricted the Eidolon design space, so much so that I would say that they really put it in chains, except that would confuse people . . . Even with the Classic Summoner, you had very little room to adjust the ability scores of your Eidolon (why do ALL of them have to dump Intelligence?).


The Shaman wrote:
Has there been a official comment from a Paizo rep on the boards why there was no new Fighter in unchained or if anything like that may be in the works, btw?

Here's where I asked James Jackobs that question scroll down for the answer and later the follow up.


Honestly... All the Summoner needed was the revised spell list and some change to evolution point cost...

Instead, they took a very creative class and made it rather restrictive. Eidolons even have freaking alignment restrictions now!!! WTF do they insist on adding alignment restricitons to anything? They add nothing to the game!

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