
DrDeth |
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DrDeth wrote:I have been playing D&D since 1974. And, in my current 12th level PF campaign, I am playing a Fighter. Not boring.Good for you . Like I said, "Fun is subjective". However, the vast majority of players I know got bored quite easily with "simple" Fighters. And repetitiveness is almost universally considered a bad thing in entertainment of all kinds.
So I believe you're in the minority.
The vast majority I know enjoyed playing fighters very much, up thru the end of RotRL.
So I believe you're in the minority.

Derklord |

The vast majority I know enjoyed playing fighters very much, up thru the end of RotRL.
And those were "simple" Fighters? "basic charge-full-attack-repeat Fighter[s]"? "[A]ttack-and-nothing-else Fighter[s]"? If not (and I highly doubt it), you aren't actually adressing his point(s), just like you completely failed to adress mine upthread.

Snowlilly |
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DrDeth wrote:I have been playing D&D since 1974. And, in my current 12th level PF campaign, I am playing a Fighter. Not boring.Good for you . Like I said, "Fun is subjective". However, the vast majority of players I know got bored quite easily with "simple" Fighters. And repetitiveness is almost universally considered a bad thing in entertainment of all kinds.
So I believe you're in the minority.
I have always found the challenge in playing a fighter, or any other martial, is tactical.
Simply charging in a straight line and attacking is seldom the most effective solution. As a player grows, this simple strategy tends to get expanded upon as the player starts to learn more about positioning and exerting battlefield control.
DrDeth wrote:The vast majority I know enjoyed playing fighters very much, up thru the end of RotRL.And those were "simple" Fighters? "basic charge-full-attack-repeat Fighter]s]"? "[A]ttack-and-nothing-else Fighter[s]"? If not (and I highly doubt it), you aren't actually adressing his point(s), just like you completely failed to adress mine upthread.
There is a world of difference between being simple to play and lacking complex tactical options. Fighters are simple for a new player to learn while allowing for growth as the player grows.
To use a related example: Checkers is simple to learn. Very difficult to master.

Tabernero |

I have always found the challenge in playing a fighter, or any other martial, is tactical.
Simply charging in a straight line and attacking is seldom the most effective solution. As a player grows, this simple strategy tends to get expanded upon as the player starts to learn more about positioning and exerting battlefield control.
The problem is that there's only so much you can do to diversify your tactics when all your options are "hit and take the hits".
Sure... You can move into flanking position, or try to funnel the enemies into a tunnel or bridge...
However, everyone can do that, not only "simple Fighters".
You can also describe your attacks in a variety of ways... But at the end of the day, you're still not making any meaningful choice. A Wizard can simply say "I cast spell", he has to actually decide what spell he's going to use and where. A player using a "simple Fighter" character can pretty much say "I charge, flank when possible and full attack every enemy until they die. Repeat as necessary." and leave the table and have the character play in "auto-pilot".
Sadly, the Fighter class rewards specialization (and to a certain extent, pushes you into overspecialization) and punishes variety. Fortunately, that can be avoided to a certain extent, but "simple Fighter who does nothing but full attack" is not the way to do it.

DrDeth |
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DrDeth wrote:The vast majority I know enjoyed playing fighters very much, up thru the end of RotRL.And those were "simple" Fighters? "basic charge-full-attack-repeat Fighter[s]"? "[A]ttack-and-nothing-else Fighter[s]"? If not (and I highly doubt it), you aren't actually adressing his point(s), just like you completely failed to adress mine upthread.
Yeppers.
However, I have no idea of what "point" you made I failed to 'adress'.

Derklord |

I didn't originally responded to it precisely because I didn't want to turn this into "another "bash the fighter" thread" and considered it ebst to let the matter rest, but here you go:
Derklord wrote:Will is easy to build up for a fighter. (...) Blindfight and blind fighting styles. (...) Pull out that bow. (...) Or dragon style, run over it.Fromper wrote:Yeah, I'm amazed at people saying that effective fighter is tough. Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5, and you'll be a very effective damage dealer.Useless when the enemy is not reachable via firm ground. Useless if the enemy has something nasty targetting Will. Weak if the enemy has a defense like DR, incorporeality, concealment, invisiblity, or swarminess (...). At later levels, weak if the enemy isn't already in melee range. (...)
Will increasing options are not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Blind-Fight et al. are not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Dragon Style is not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Not even carrying a bow is included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5".
My entire point was that the 'you just need one weapon and one feat for a Fighter to be effective' was false in a significant amount of situations, and your reply was to... list options that can't possibly be included in 'one weapon and one feat'. You addressed the situations, but failed to adress the point I was making.
Derklord wrote:You stopped reading there and didnt see "this is a team game"? This IS a team game. Only complex caharcter can act on their own, and frankly solo D&D isnt much fun, as far as i am concerned.Fromper wrote:Stopped reading there. You basically just said that the Fighter is simple because he lets the other party members do the hard stuff.Also, this is a team game. Hopefully, someone else in the party can help with that.
Invisibility and concealment? Yup, you'll need a little help from teammates here and there.
My point was not that the game wasn't a team game, or that solo games should be used for measure, but that Fromper's example Fighter did rely on others so much while not giving anything back to the team that he ceases to be an effective character in the aforementioned situations. Ironically, your statement "[o]nly complex [characters] can act on their own" was kinda the essence of my point, so you repated it rather then adressing it.

Goblin_Priest |
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Cleric is simplest. Pratically no build choices, all yhe archetypes suck anyways, you can prepare the same spells everyday, and spell cards help avoid having to memorize it all.
Power attack scales, which makes it harder to remember. There's also a mythic version to further confuse those who've played with those rules. The bonuses also vary according to whether you are two handing, one handing, or off-handing. Power Attack may be a staple feat, it's far from being the simplest.
As for the fighter being fun or not, to each their own. I preffer tactical decisions over fake diversity. Fighter might just be my favorite class. It also greatly depends on the GM. It might suck if he makes every challenge impossible for the fighter. But that's at least as much the GM's fault as it is the class's. Many old timers like myself have already expressed liking the class.

DrDeth |
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I didn't originally responded to it precisely because I didn't want to turn this into "another "bash the fighter" thread" and considered it ebst to let the matter rest, but here you go:
DrDeth wrote:Derklord wrote:Will is easy to build up for a fighter. (...) Blindfight and blind fighting styles. (...) Pull out that bow. (...) Or dragon style, run over it.Fromper wrote:Yeah, I'm amazed at people saying that effective fighter is tough. Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5, and you'll be a very effective damage dealer.Useless when the enemy is not reachable via firm ground. Useless if the enemy has something nasty targetting Will. Weak if the enemy has a defense like DR, incorporeality, concealment, invisiblity, or swarminess (...). At later levels, weak if the enemy isn't already in melee range. (...)Will increasing options are not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Blind-Fight et al. are not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Dragon Style is not included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5". Not even carrying a bow is included in "Just give them 18 starting strength, a great sword, and Power Attack by level 4 or 5".
M
Yes, and just about all that's all you need... by level 4 or 5. Obviously as you continue the Fighter will get a few more feats.
Toughness, dodge, weapon focus, Iron will. None of those need math. They all can be pre figured. So can Furious Focus and the ability which changes a Fighters Bravery to a bonus vs all Mind Effecting.
You can hand that sheet to anyone and say "you roll this and if you hit you roll this for damage".
The question here is not the Most Powerful class or the Best tier class or the Most Complex class- but the LEAST complex class. Yet, you wanna change the debate into yet another fighter bashing thread. Which frankly, we are all tired of.
I mean, would you give a wizard only one spell and a Int of 18 for his entire career?

SmiloDan RPG Superstar 2012 Top 32 |

I mean, would you give a wizard only one spell and a Int of 18 for his entire career?
Magic Missile?
Toppling Magic Missile for 2nd level slots
Empowered Magic Missile for 3rd level slots
Dazing Magic Missile for 4th level slots
Quickened Magic Missile for 5th level slots
Mix and match for spell slots 6th through 9th.

Derklord |
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you wanna change the debate into yet another fighter bashing thread.
No, you are, due to you inability to discern between Fighters in general and a specific type of Fighters. Tabernero and I were talking about the latter. But because you don't get that, your post is once again completely missing the point. You don't even notice that you're once again unintentionally supporting my argument.

Goblin_Priest |

Past mid-low levels, an archer is way less complex than a melee fighter, because the feats he gains decreases his complexity (by removing certain penalties) and the fact that an archer almost never needs to switch weapons. DR can be overcome cheaply with special material arrows. The odds of getting disarmed or sundered are infinitely smaller than the fighter's.

Tabernero |

Past mid-low levels, an archer is way less complex than a melee fighter, because the feats he gains decreases his complexity (by removing certain penalties) and the fact that an archer almost never needs to switch weapons. DR can be overcome cheaply with special material arrows. The odds of getting disarmed or sundered are infinitely smaller than the fighter's.
That's true... And the heavy feat investment required means the character has little to no freedom to expand their repertoire...
That's why I don't play pure martial archers anymore. I do play archery-focused casters, though.

NewXToa |

I would cast my vote for the Zen Archer Monk. It has almost as many feats as the fighter, but rather than having access to every combat feat as bonus feats, the class narrows your selection down to only relevant archery-related feats, which removes a layer of complexity (rather than make you search through every book released for archery-related combat feats, the archetype gives you a handful of specific feats from the Core and the APG to choose from). In my opinion, the class/archetype combination basically makes all your choices for you.

PossibleCabbage |

The Zen Archer Monk also avoids the basic problem that most other archers have: spacing, since as you don't provoke to shoot at level 5 and you threaten with a bow at 9 it really doesn't matter where you stand. The only tactical considerations are really "do I have line of sight to what I'm shooting at" (not necessary with Ki) and "am I okay with standing where that thing can hit me" (you should be, most of the time; you have good AC and good saves.)
Only possible downside is if the GM decides to pick on the archer by sundering bows.

NewXToa |
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Only possible downside is if the GM decides to pick on the archer by sundering bows.
In which case the Zen Archer doesn't even need to carry a backup weapon - unarmed strikes are built into the class (granted, an AoMF would come in handy, you no longer get flurry, and you are back down to functioning at 3/4ths BAB).
Other than that, there's absolutely no downsides to having your bow sundered ;)Anyway, it's the same problem the 2HW Fighter has when his greatsword gets taken and he's handed a sickle instead (to use an example mentioned upthread).

Davia D |
I would cast my vote for the Zen Archer Monk. It has almost as many feats as the fighter, but rather than having access to every combat feat as bonus feats, the class narrows your selection down to only relevant archery-related feats, which removes a layer of complexity (rather than make you search through every book released for archery-related combat feats, the archetype gives you a handful of specific feats from the Core and the APG to choose from). In my opinion, the class/archetype combination basically makes all your choices for you.
Yea, I have to admit that's a pretty good one.

My Self |
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The Zen Archer Monk also avoids the basic problem that most other archers have: spacing, since as you don't provoke to shoot at level 3* and you threaten with a bow at 9 it really doesn't matter where you stand. The only tactical considerations are really "do I have line of sight to what I'm shooting at" (not necessary with Ki) and "am I okay with standing where that thing can hit me" (you should be, most of the time; you have good AC and good saves.)
Only possible downside is if the GM decides to pick on the archer by sundering bows.
*small edit here
Why do you need to wait until 9th to threaten? Forget threatening with a bow - just kick the guy and be done with it.
As for complexity...
Zen Archer has a fairly low build complexity, since it gives you abilities that replace a third of the feats you need, gifts you a third of the feats, and provides a handy list of most of the rest. The other feats basically amount to Deadly Aim and Clustered Shots (and maybe Hammer the Gap), which are feats archers should be taking anyways.
Writing it up is a little harder. Old Flurry of Blows was a somewhat confusing mechanic, and at low levels you'll need multiple numbers for enemies in/out of close combat, enemies within 30 ft., standard action attacks, weirdly unbuffable (enhancement bonuses!) speed, as well as your own variable AC (which is twice as stat-dependent as most other classes, and takes a double hit while you are paralyzed). Standard Monk fare, really. Possibly less so, since you give up Maneuver Training (although full BAB makes it a little easier...?).
However, Zen Archer is significantly more complex to play than a Fighter Archer, since your amount of useful available actions is greatly increased. By 5th level, you have at least 6 actions that can spend ki + a swift action. You also have an alternative Full Attack (which you might not use, if you are caught without a bow) and a limited-use free-action ability. You can get even more, if you mix it in with Qinggong Monk. Eventually, you get the ability to teleport, kill with a touch, and turn ethereal, which starts mixing move actions into your swift+full round paradigm.
Meanwhile, your Fighter is sticking with just full attacks, with occasional move+standard attacks for spacing. Never mind using swift actions. And Fighter free actions will almost certainly be spent talking.
Complexity Rating (1-7, where 1 is simplest or N/A, 4 is average, 7 is most complex. High complexity involves many options, especially if the best option is not immediately apparent, or if options require specific combinations and system knowledge to function.)
Build
Useful Feat Selection: (High complexity if there are lots of necessary available feats)
Class Feature Selection: (Includes Bonus Feats, but namely talents/powers)
Spell Selection: (High complexity if there are many selectable spells and if there are long lists to select from)
Additional Bodies: (Extra weight towards customizable buddies, as opposed to familiars)
Overall: (Subjective summation of how complex it is to build, i.e., do you need to make a lot of choices to make a good build?)
Numerical
Fixed Numbers: (Things like Weapon Focus, Spell Focus, Fast Movement, Armor Training, Bardic Knowledge, etc.)
Daily Adjustments: (Daily or longer-term things, like spell preparation, Medium Spirit, Shaman Spirit, etc.)
Long-Term Adjustments: (1/2 to 8 hours, like Animal Spirit, Mage Armor, Summoner Summons, Wildshape, etc.)
Battle Adjustments: (Immediate adjustments Power Attack, Rage, Inspire Courage, Sneak Attack, Haste, etc.)
Additional Bodies: (Animal Companions, Mounts, Eidolons, Phantoms, Familiars, Leadership, clones, etc.)
Overall: (Subjective summation of how complex it is to stat out, i.e, will you likely make a lot of conditional adjustments?)
In-Game
Action Economy Density: (Does the class use many different types of actions?)
Action Economy Crowding: (Does the class have many useful abilities on the same action? e.g. Ki powers on swift, or spells on standard)
Limited-Use Abilities: (Does the class have lots of non-spell expendable resources to keep track of? e.g. Ki, Rage rounds, Lay on Hands)
Special Mechanics: (Does the class have unusually extensive active abilities that are used frequently? e.g. Gunslinger's gun+misfire, Kineticist's blast, CRB Monk Flurry, Brawler's Cunning)
Spell Selection: (Includes SLAs. Complexity of prepared>spontaneous>arcanist and 9-level>6-level>4-level.)
Additional Bodies: (Do your buddies perform lots of independent actions? Less weight towards tumor familiars and ridden mounts.)
Overall: (Subjective summation of how complex it is to play, i.e. do you need to make a lot of choices to play effectively?)
Blank version:
Complexity Rating (1-7, where 1 is simplest or N/A, 4 is average, 7 is most complex)
Build
Useful Feat Selection:
Class Feature Selection:
Spell Selection:
Additional Bodies:
Overall:
Numerical
Fixed Numbers:
Daily Adjustments:
Long-Term Adjustments:
Battle Adjustments:
Additional Bodies:
Overall:
In-Game
Action Economy Density:
Action Economy Crowding:
Limited-Use Abilities:
Special Mechanics:
Spell Selection:
Additional Bodies:
Overall:

Xexyz |

One thing I haven't seen mentioned that I think is important is that martials, regardless of class, generally have a lot of temporary modifiers that need tracking, often changing on a round-to-round basis. I've seen new players get a bit overwhelmed when they have to remember their +1 from haste, +2 for flanking, -3 for power attack, then on the next round recalculate things because they're no longer flanking but the bard started inspire courage. For that reason I tend to steer new players toward sorcerers, who are in my opinion the simplest class to play overall.

Garbage-Tier Waifu |

I've seen a player confused by buffs as well. Calculating size changes, damage increases from rage and hit chance can be complicated for them. There are more moving parts for martials the more bonuses get flung onto them. So I believe any build could theoritically get more complex the more another character will begin to alter them.
For instance, a mesmerist can really alter the abilities of their friends with their tricks. Lots of things that both the mesmer and the buffed character need to be aware of while the trick is implanted.
Clerics can throw out plenty of +1s, and so can bards. Keeping track of that can be a bit of a per round slog.
These are often more confusing for less experienced players though. I haven't had much issue with tracking buffs myself. But sometimes I have been caught out by not remembering a bonus or two that I had that actually would have changed the battle dramatically.

My Self |
Build
Useful Feat Selection:
Class Feature Selection:
Spell Selection:
Additional Bodies:
Overall:
Numerical
Fixed Numbers:
Daily Adjustments:
Long-Term Adjustments:
Battle Adjustments:
Additional Bodies:
Overall:
In-Game
Action Economy Density:
Action Economy Crowding:
Limited-Use Abilities:
Special Mechanics:
Spell Selection:
Additional Bodies:
Overall:
(My personal) Complexity Rating of the Fighter class:
Build
Useful Feat Selection: 7
Class Feature Selection: 7
Spell Selection: 1 (3 with archetype)
Additional Bodies: 1 (4 with archetype)
Overall: 7
Feat/class feature selection is a 7 because you qualify for many feats (Full BAB + Fighter level), and can suck up feat chain prerequisites through sheer bonus feat volume. Your class features will basically double your bonus feats, which leads to similar complexity. Weapon Training adds a small bit more. You don't normally have spells or battle buddies, but certain archetypes can add those. Stat distribution is moderately important, but you have workarounds for the worst offenders.
Numerical
Fixed Numbers: 6
Daily Adjustments: 1
Long-Term Adjustments: 1
Battle Adjustments: 3
Additional Bodies: 1
Overall: 4
Fixed numbers come from your large variety of trainings and feats, but Fighters avoid most hyper-situational numbers. You have a base of exactly 0 daily adjustments and 0 long-term buffs, and any that you make will be from your party, magic items, or special feats. In-battle, a few feats will add situational numbers, but these feats are usually staples of common builds, regardless of class. (Power Attack, Deadly Aim, Point-Blank Shot) In any case, basically all complexity will come from feats and regular martial play. Fighters will have a larger number of feats than basically anybody else, but most of these will be fixed numbers, with maybe a few battle adjustments. Everything else is fairly minimal.
In-Game
Action Economy Density: 1
Action Economy Crowding: 1
Limited-Use Abilities: 1
Special Mechanics: 1
Spell Selection: 1
Additional Bodies: 1
Overall: 1
The Fighter class has no mandatory action economy changers. By default, you use actions that are available to every fallen Paladin, antimagic-ed Wizard, armored Monk, NPC Warrior, and first level Commoner. Literally every single other Paizo PC class besides Rogue/URogue necessarily gives you an new use for an action (Spells are an alternative to standard action attacks, Paladin+Monk uses Swift, Barbarian uses free, etc.). With no additional action types, no additional options for a given action type, no limited-use abilities, no unique mechanics, no spells, and no companions, the Fighter has as simple of a game as possible. And it's not an unlikely situation, either; it is entirely possible to build an optimal build without altering your action economy. It is possible to increase your possible actions via feats and archetypes, but the vast majority of these are either a weapon damage-dealing attack or a combat maneuver, instead of a spellcaster's candy store full of every imaginable effect (literally - see Wish).
Group buffs are significantly more complex than self-buffs. Instead of only needing one player to figure it out (yourself), you need to explain it to your whole table. More advanced players will probably be mostly fine, but new players will almost certainly need reminders. Physical cards/tokens are probably useful for all levels of play, so that nobody forgets. Distance/line of sight limitations can put another twist into gameplay, as well as concentration, continuation, or consciousness-dependent effects. If Barbarian rage-failure death was bad, imagine what happens when the party Skald goes down and your party of martials is already badly injured. Similarly, clutching the sleeping body of your Paladin buddy is a far weaker protection against fear than a conscious, paralyzed Paladin.