The Fighter Thread


Classes


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I thought I dedicate a whole thread to the class that worries me most. Maybe we can gather all small and big suggestions here.
The long version:
Casters have gotten closer to the fighter when it comes to combat abilities. The proficiency system allows casters to not trail much behind the Fighter. Level 1 Fighters add +6 to their attack. All level 1 casters I built so far added +3 as I always ended up with Dex or Str 14. On the damage side of things the fighter mostly rolled d12 or d10 +4 while my casters either rolled d4 and d6 and added nothing when dex based or rolled d10 or d12 and added +2 when str based. All in all pretty close to each other and I am fine with that. Bringing classes closer to each other means usually a more balanced game experience. But: Fighters are still stuck in combat only. I tried building an Elven Fighter focused on Dex and Int that could handle combat like the heavy armored strenght based brutes abd dabble in Society and Craft. So far I didn't come up with something satisfying that would justify my investment in Intelligence. Either my Wisdom or my Constitution suffered too hard to keep up with other melee options. I tried to sell the fighter to other players as something interesting. Didn't work at all because it lacks distinct flavor. Expert in Perception and martial weapons just isn't cool enough to give up a flavorful barbarian with their totems or paladins with their codes and champion powers. Rangers have a distinct flavor with their options and monks have stances and more. All these classes offer abilities that reward investments in mental ability scores.

The short version:
-Fighters need a theme besides expert in combat and perception.My suggestion would be to create options in the same way a sorcerer chooses a bloodline. I.e. Slaver: trained/Signature skills in Stealth and Society. Feats based around nonlethal damage and hampered conditions. Capstone possibly dominate effect. Bodyguard (Society and Diplomacy, Sword and Board, capstone shield other effect), Soldier (Craft and Medicine, effects based on allies in combat like the dog in the bestiary or the goblin scuttle, capstone?), Pirate (Acrobatics and Nature, One hand free fighting, Capstone?)

-Regarding overall ability distribution I would suggest granting some bonuses to the fighter in combat, exploration and downtime based on Intelligence.

- Increase Skills gained by the class drastically. Fighters need to be able to contribute in Exploration and downtime. I'd suggest 5 + int at least.

-Add Finesse Striker to the Fighter chassis. Allows Fighters to keep Strength at 10 and Dex is already a key ability.This would free up ability points to spend on Mental stats. Does not invalidate the Rogue as he still has Sneak attack and loads of different rogue feats.


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Probably should of been on the class section but good points all around.


Vidmaster7 wrote:
Probably should of been on the class section but good points all around.

May have messed that up cause I an on my phone. Maybe a mod can move it?


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Korahir wrote:
Vidmaster7 wrote:
Probably should of been on the class section but good points all around.
May have messed that up cause I an on my phone. Maybe a mod can move it?

Yeah I think that is a thing they are able to do.

I do agree about giving them more skills also I think the skills in general need to be worked on a bit my current thought is that they should all work like catfall where they drastically improve as your proficiency improves.


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Korahir wrote:
Level 1 Fighters add +6 to their attack. All level 1 casters I built so far added +3 as I always ended up with Dex or Str 14. On the damage side of things the fighter mostly rolled d12 or d10 +4 while my casters either rolled d4 and d6 and added nothing when dex based or rolled d10 or d12 and added +2 when str based. All in all pretty close to each other and I am fine with that.

You have a peculiar definition of "pretty close".


Well If the wizards did the same single target damage without expending a spell slot that would make the fighter pretty superfluous. Its better then the previous d3 for acid splash that didn't scale anyways.


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Spellcaster DPR is really, really bad. Even with high level single target blasting spells. Fighters are doing great in combat compared to the spellcasters against everything except a horde of AOE fodder.


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The Fighter's chance to fly through their own ability is really bad, even when they get to high levels. Wizards and Sorcerors and some of the other spellcasters are doing great at it compared to other characters, even when it's only a short distance you need to fly.


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The fighter is one of the better martial classes in the playtest, if not the best. He has the most different fighting styles and decent options for them.

I think all he needs is more skills, no reason for him to only be at 3. I think he should at least be bumped up by one, if not two starting skills.

I guess he could also use armor upgrades for light and medium (currently only heavy).


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This is really the core problem of the fighter.

The axioms of balance are roughly
1) All characters of equal levels should be equally good at adventuring
2) Characters more specialized in a specific area of adventuring should be better in that area than characters less specialized in that area
3) All characters of equal levels should equally good at combat

That third axiom is more important in prior editions than this one, but given how important combat is to the genre it's not something that should be dropped.

The fighter is, however; incompatible with the axioms. The fighter specializes in combat, moreover; it doesn't have the option to not specialize in combat. Therefore, he must be unequivocally better at combat than any other class that is not similarly focused. This makes it incompatible with the third axiom. And if you balance it to the third axiom, the fighter becomes incompatible with the first and second.


Dekalinder wrote:
Korahir wrote:
Level 1 Fighters add +6 to their attack. All level 1 casters I built so far added +3 as I always ended up with Dex or Str 14. On the damage side of things the fighter mostly rolled d12 or d10 +4 while my casters either rolled d4 and d6 and added nothing when dex based or rolled d10 or d12 and added +2 when str based. All in all pretty close to each other and I am fine with that.
You have a peculiar definition of "pretty close".

Let me elaborate:

The difference in bonus to hit between a caster and the fighter is +3 at level 1. From my projections and scribbled attempts at higher level characters this margin only grows slowly. Any character investing in Strength can get close to a Fighter in terms of Melee Damage if he is proficient with the weapon and most can do without losing too much. Wizard with only 14 Int? Focus on buffs and you lose out on some Spell Points. If a caster doesn't invest in Strength, his damage is pretty close to what cantrips do. Yesterday I played a Goblin Sorcerer 1 with Burn it and using Produce Flame netted me 1d4+1 Fire Damage per round because it took me 2 actions to cast it. I was better off firing my heavy crossbow. So a Caster does pretty much the same amount of damage with weapons and cantrips if he dumpsters Strength.
Problem with the Fighter: He is nowhere near any other character out of combat. I have tried to go to 16 Int. Couldn't make it work. Felt useless in combat and was okay-ish out of combat. Pretty much every Fighter has Athletics but thanks to mostly medium/heavy armor climbing and swimming can get tricky. Investing in Craft? Fighters lack the Int to really outshine others. Any other skill? Fighters lack the skill points to choose them or the stat to use them efficiently.

Kerobelis wrote:

The fighter is one of the better martial classes in the playtest, if not the best. He has the most different fighting styles and decent options for them.

I think all he needs is more skills, no reason for him to only be at 3. I think he should at least be bumped up by one, if not two starting skills.

I guess he could also use armor upgrades for light and medium (currently only heavy).

Can you be more specific? What is a martial class? Are Rogues martials or not? Are Clerics? Monks? Wizards with fighter dedication?

What makes the Fighter the best martial class? His DPR? What ddid the Fighter do in Exploration and Downtime?

Xenocrat wrote:
Spellcaster DPR is really, really bad. Even with high level single target blasting spells. Fighters are doing great in combat compared to the spellcasters against everything except a horde of AOE fodder.
Bluenose wrote:
The Fighter's chance to fly through their own ability is really bad, even when they get to high levels. Wizards and Sorcerors and some of the other spellcasters are doing great at it compared to other characters, even when it's only a short distance you need to fly.

Linear fighter - quadratic wizard. One of the absolute core problems of every incarnation of DnD and Pathfinder I have played so far. That's why I suggested adding Fighter class feats that emulate certain spells (see first post).


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@ Korahir (quotes for long messages don't seem to work for me) in regards to why I say he is one of the better martials and what martials are.

MY definition of Martials are non casters. The Martial/Caster divide. So Barbarian, Fighter, Monk, Paladin, Ranger, and Rogue. The only one I am on the fence with is the Alchemist, but he is currently in a special class called SUCKS (But i am sure he will get fixed, I have faith).

So out of those classes I listed, I would say the Fighter and Rogue are the best off currently in the playtest. I didn't say the fighter was perfect, but he is very good at his role (fighting things in any way you would want to). He should have more skills, (I would go with all martials but the rogue should get more skills) and then he could contribute outside combat.


I think martial class is defined in PF2 by a class that gets str/dex as a key ability.


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Pathfinder Lost Omens, Rulebook Subscriber

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."


WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.


Minor thematic class features on even levels would help the fighters out of combat versatility while not increasing its combat power. These would match the extra spell slot spell casters get and the extra skill proficiency increase rogues get on even levels.

The every day switchable feat doesn't fit for me thematically. I feel like a they should select a number of feats they can switch between. This would fit the same theme of versatility while not increasing power too much because they only have access to one at once.

Example: At level 9 choose three feats. You may use an action to treat yourself as having one of these feats. When you use this action you lose access to previously selected feats. These feats can't be used as prerequisites.

At level 13 choose three more feats. When you use that action you may treat you self as having one of the feats selected at 9th level and one of the feats selected at 13th level, or as having two of the feats selected at 9th level.


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Pathfinder Lost Omens, Rulebook Subscriber
Letric wrote:
WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.

I just like the image of two Samurai facing off against each other and subtly adjusting their stance to take advantage of perceived openings and defend against imagined counter attacks.

It's so fightery to be able to say "Hey, that guy looks like he's better at dodging than he lets on. It's clear as day." Pros have an eye for that kind of thing!


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Frozen Yakman wrote:
3) All characters of equal levels should equally good at combat

I would disagree with this axiom. I would instead suggest the following:

3) All characters of equal level should be capable of making substantial contributions in a combat encounter.

Some characters can be better than others in combat, what matters is that it is reasonably well bounded such that they aren't so much better as to render their other party members irrelevant. It's perfectly okay for different characters to have different places to shine. The prevalence of combat in the game system does mean that we should expect a minimum level of competency from all character classes in that regard, but equality isn't necessary.


WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

This, this, is excellent!

I always used sense motive for this, (as DM) fighters could geth the fighting prowesses of others, AC, HP, DPR, Attack Bonus, Saves.

You could as well have some feat added, but I like this, but what some martial players want is to have something to say in other areas of the game (well rogues do and they are great) but maybe more social abilities.

but what most martial players don't understand is that they are the best in combat by far, really, it is extremely difficult to play a caster (especially a wizard) in a fight.

magic items in PF1 and 3.5 helped this, I think that most martial players didn't realize the power of some magic items like hat of disguise, boots of flying, ring of invisibility, cloack of arachnida. The problem is that everyone focused on having a +5 sword and +5 armor, and you can't get everything!


Dasrak wrote:
Frozen Yakman wrote:
3) All characters of equal levels should equally good at combat

I would disagree with this axiom. I would instead suggest the following:

3) All characters of equal level should be capable of making substantial contributions in a combat encounter.

Some characters can be better than others in combat, what matters is that it is reasonably well bounded such that they aren't so much better as to render their other party members irrelevant. It's perfectly okay for different characters to have different places to shine. The prevalence of combat in the game system does mean that we should expect a minimum level of competency from all character classes in that regard, but equality isn't necessary.

If people are similar enough that the fighter does not feel special, then in what sense is he specialized? But by the same token, if the fighter feels special at combat, then he is special at "the whole game" which is silly.


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Knight Magenta wrote:
Dasrak wrote:
Frozen Yakman wrote:
3) All characters of equal levels should equally good at combat

I would disagree with this axiom. I would instead suggest the following:

3) All characters of equal level should be capable of making substantial contributions in a combat encounter.

Some characters can be better than others in combat, what matters is that it is reasonably well bounded such that they aren't so much better as to render their other party members irrelevant. It's perfectly okay for different characters to have different places to shine. The prevalence of combat in the game system does mean that we should expect a minimum level of competency from all character classes in that regard, but equality isn't necessary.

If people are similar enough that the fighter does not feel special, then in what sense is he specialized? But by the same token, if the fighter feels special at combat, then he is special at "the whole game" which is silly.

The Fighter is already this in PF1 sort of. He still suffers a lot for not being able to contribute in most scenarios. Combat is prevalent, but far from the only thing.


Letric wrote:
WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.

what is using a knowledge skill to "pokedex" a monster you encounter (learning it's abilities, weaknesses, and lore), then?

even dragon's dogma has that (wolves hunt in packs! ogres are weak to fire, milord!), it's staggeringly easy to roleplay being given information and sharing that with the party. a fighter being able to probe their enemy's defenses at a glance sounds like a wonderfully thematic ability.


AndIMustMask wrote:
Letric wrote:
WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.

what is using a knowledge skill to "pokedex" a monster you encounter (learning it's abilities, weaknesses, and lore), then?

even dragon's dogma has that (wolves hunt in packs! ogres are weak to fire, milord!), it's staggeringly easy to roleplay being given information and sharing that with the party. a fighter being able to probe their enemy's defenses at a glance sounds like a wonderfully thematic ability.

I'm saying that knowing terms like "AC" by a PC is not the same as a Player. IF your character knows this, it doesn't work.

People are complaining that REsonance feels "gamey" imagine know the AC of an enemy?

Hey guys, my senses tell me that this boss has high AC in the 40, we should run. What is AC for the others?


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Letric wrote:
AndIMustMask wrote:
Letric wrote:
WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.

what is using a knowledge skill to "pokedex" a monster you encounter (learning it's abilities, weaknesses, and lore), then?

even dragon's dogma has that (wolves hunt in packs! ogres are weak to fire, milord!), it's staggeringly easy to roleplay being given information and sharing that with the party. a fighter being able to probe their enemy's defenses at a glance sounds like a wonderfully thematic ability.

I'm saying that knowing terms like "AC" by a PC is not the same as a Player. IF your character knows this, it doesn't work.

People are complaining that REsonance feels "gamey" imagine know the AC of an enemy?

Hey guys, my senses tell me that this boss has high AC in the 40, we should run. What is AC for the others?

wait wait wait wait.

you can ALREADY identify the abilities and DCs of an enemy monster. how does that differ at all between knowing they have an AC of 30 over having a DC15 fortitude paralyzing stinger and being weak to acid damage?

the end result is:
player: alright, i try to identify the enemy's defenses.
DM: roll it.
player: *dice rolling, looks to nodding DM who notes it's a success*
DM: the warrior's defense is as hard as iron. he's got an armor class of 40.
*whistles and "uh oh's" around the table*
player: *pauses, then in-character to the other players* "His defense... it has no openings! We may want to reconsider our approach, or work together to force an opening."

literally the same as someone knowledge-ing the monster, and both can and has been handled just fine for RP just fine since 3.5e. I have no idea why you feel there's a distinction, or that it will somehow be worse (especially compared to resonance)


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I was tinkering around with the math a little bit, and I think proficiency really should scale to +4, as it makes interacting with the game a lot easier. If AC and DC are generally calculated off the base, then proficiency can and should be about improving odds of criticals by about the same margin you want them to happen. Right now, the game is built seemingly around things scaling not off 0, but off the most optimized builds, so fighters are the kings of damage because they get the best attack bonus in the game.

I'd be fine with this, if it wasn't detrimental to the rest of the classes existing. I'd want something more along the lines of all full martial classes getting up to +4, mediums to +3 (literally 3/4 BAB), and poor getting +2 (literally half BAB). If we scale AC and DC off proficeincy = 0, then your crit chance goes up to around 20% on builds that only start with 16 in their primary stat, and 25% in builds that start at 18. That's 25% in the best possible scenario. Trading actions to improve the crit range is more important than improving damage, so I expect a lot of fighters to build optimally just so the game plays right.

Feint is really important, and I suspect we'll see it a lot when people realize how important that +2 to hit really is. I think fighters should retain Deception as a signature skill, and both the fighter and rogue should be getting feats to improve it. That or give more classes the ability to improve their to hit, ideally by taxing actions, the trade off being a tax on potential damage for improved favor to crit.

I think Power Attack and a Duelist's Strike feat could come out of the play test pretty easily based on this philosophy of trading actions for either increased crits or guaranteed damage. If you read through a bunch of posts, you'll know how I feel about Power Attack, but i think it could work wonders if it was a duelist's attack, and included a bonus to hit with it.

Duelist's Strike would improve crit chance, but offer a lower damage dispersal than making multiple attacks, make it require a one-handed weapon and improve its damage by a few steps as you level.

Power Attack should not improve crit chance, but automatically double, and risk a triple on a critical hit. It makes the action cost and the forcing of it being a primary attack worth it.

I also think weapons should scale down in dice size, or scale all the lower damage weapons up by one step. d4 weapons are not very good.


master_marshmallow wrote:

I was tinkering around with the math a little bit, and I think proficiency really should scale to +4, as it makes interacting with the game a lot easier. If AC and DC are generally calculated off the base, then proficiency can and should be about improving odds of criticals by about the same margin you want them to happen. Right now, the game is built seemingly around things scaling not off 0, but off the most optimized builds, so fighters are the kings of damage because they get the best attack bonus in the game.

I'd be fine with this, if it wasn't detrimental to the rest of the classes existing. I'd want something more along the lines of all full martial classes getting up to +4, mediums to +3 (literally 3/4 BAB), and poor getting +2 (literally half BAB). If we scale AC and DC off proficeincy = 0, then your crit chance goes up to around 20% on builds that only start with 16 in their primary stat, and 25% in builds that start at 18. That's 25% in the best possible scenario. Trading actions to improve the crit range is more important than improving damage, so I expect a lot of fighters to build optimally just so the game plays right.

Feint is really important, and I suspect we'll see it a lot when people realize how important that +2 to hit really is. I think fighters should retain Deception as a signature skill, and both the fighter and rogue should be getting feats to improve it. That or give more classes the ability to improve their to hit, ideally by taxing actions, the trade off being a tax on potential damage for improved favor to crit.

I think Power Attack and a Duelist's Strike feat could come out of the play test pretty easily based on this philosophy of trading actions for either increased crits or guaranteed damage. If you read through a bunch of posts, you'll know how I feel about Power Attack, but i think it could work wonders if it was a duelist's attack, and included a bonus to hit with it.

Duelist's Strike would improve crit chance, but offer a lower damage dispersal than making...

What do you mean with Proficiency +4? I agree with your conclusion that the baseline of the game seems to be optimization so it hurts a lot of characters and martial PCs do need bigger numbers and the others need abilities to help them get those numbers when needed. The game seems realy tightly bound (within same level) to ensure the best chars only get like up to 60% success rate.


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ChibiNyan wrote:
master_marshmallow wrote:

I was tinkering around with the math a little bit, and I think proficiency really should scale to +4, as it makes interacting with the game a lot easier. If AC and DC are generally calculated off the base, then proficiency can and should be about improving odds of criticals by about the same margin you want them to happen. Right now, the game is built seemingly around things scaling not off 0, but off the most optimized builds, so fighters are the kings of damage because they get the best attack bonus in the game.

I'd be fine with this, if it wasn't detrimental to the rest of the classes existing. I'd want something more along the lines of all full martial classes getting up to +4, mediums to +3 (literally 3/4 BAB), and poor getting +2 (literally half BAB). If we scale AC and DC off proficeincy = 0, then your crit chance goes up to around 20% on builds that only start with 16 in their primary stat, and 25% in builds that start at 18. That's 25% in the best possible scenario. Trading actions to improve the crit range is more important than improving damage, so I expect a lot of fighters to build optimally just so the game plays right.

Feint is really important, and I suspect we'll see it a lot when people realize how important that +2 to hit really is. I think fighters should retain Deception as a signature skill, and both the fighter and rogue should be getting feats to improve it. That or give more classes the ability to improve their to hit, ideally by taxing actions, the trade off being a tax on potential damage for improved favor to crit.

I think Power Attack and a Duelist's Strike feat could come out of the play test pretty easily based on this philosophy of trading actions for either increased crits or guaranteed damage. If you read through a bunch of posts, you'll know how I feel about Power Attack, but i think it could work wonders if it was a duelist's attack, and included a bonus to hit with it.

Duelist's Strike would improve crit chance, but offer a

...

I mean if the values of proficiency scaled up to +4 instead of +3. This would expand the range of the math by 5% and wouldn't really affect much if they included a Novice or something at the lower end.

To make fighters better than everyone else, give them a feat, Weapon Focus, it gives +1/+1 with a specific weapon group, and it's the best feat in the game if you want to play for optimizaion, but whlly unnecessary if you don't.

If proficiency scales to +4, it can also spread out a lot better over the course of different character progressions so it feels more like you're getting better. Classes only ever scale up to +2 unless you're a fighter, and that really doesn't bode well for anyone other than a fighter wanting to claim they're a reliable martial character.

Critical specializations should not be gated by feats or classes, but rather the game should encourage martially inclined builds with tactical choices to crit, rather than forcing a perfect build. It makes switch hitting (and archery in general) unreliable.

I like the new crit system as it is, but I think the way players engage it needs to be expanded.


So by creating a new tnak above legendary or shoving a new one in the middle, right? It would definitely be nice for non-Fighters to be able to get an additional +1 on weapons even if the Fighter also gets it and keeps the lead. Also would make the proficiency tier increases better spread out since some chars get just EXPERT at super high levels for some reason. Some skills could indeed use a +1 along the way, as well (Stealth).

Of course, I wouldn't want monster stats to increase after X level in response to this for it would just maintain the current issues.


ChibiNyan wrote:

So by creating a new tnak above legendary or shoving a new one in the middle, right? It would definitely be nice for non-Fighters to be able to get an additional +1 on weapons even if the Fighter also gets it and keeps the lead. Also would make the proficiency tier increases better spread out since some chars get just EXPERT at super high levels for some reason. Some skills could indeed use a +1 along the way, as well (Stealth).

Of course, I wouldn't want monster stats to increase after X level in response to this for it would just maintain the current issues.

Monster stats seem fine if PCs generally increase by 1.

If it tied to class progression and just gave people different bases I would be happy. I think +2 is too low a difference maker in execution, now that I've seen it in action. Rolling an 18 and not landing a crit when a fighter would have seems intentional, but I would want it to matter a little less if I'm fully optimized for it. Otherwise builds become pretty stale.


Dex not adding to damage is fine (and Dex already offers so much), especially as your scores all level up so much. But I agree that there should be lightly armoured, or unarmoured options, and more skills, and maybe Expert in all saves, Fighters used to have the best saves back in the day, I always like that.


AndIMustMask wrote:
Letric wrote:
AndIMustMask wrote:
Letric wrote:
WatersLethe wrote:

I think Fighters would be served well by expanding on their out of combat potential.

Giving them more skills will go a long way, but I'd like it if they had abilities unique to themselves.

Things like the ability to determine any creature's AC with a glance. Or to know what reactions a creature has access to. It fits the Fighter's theme of being a perceptive combat expert, and provides valuable out of combat info. "Woah, did you notice that guy is really light on his feat? I don't know if I could land a hit on him. Who is he?" or "I get the feeling we wouldn't want to try to run past that guard, he looks like the type with combat reflexes and he'll take a swing at us."

You can't mix game definitions with ingame roleplaying. It's impossible.

what is using a knowledge skill to "pokedex" a monster you encounter (learning it's abilities, weaknesses, and lore), then?

even dragon's dogma has that (wolves hunt in packs! ogres are weak to fire, milord!), it's staggeringly easy to roleplay being given information and sharing that with the party. a fighter being able to probe their enemy's defenses at a glance sounds like a wonderfully thematic ability.

I'm saying that knowing terms like "AC" by a PC is not the same as a Player. IF your character knows this, it doesn't work.

People are complaining that REsonance feels "gamey" imagine know the AC of an enemy?

Hey guys, my senses tell me that this boss has high AC in the 40, we should run. What is AC for the others?

wait wait wait wait.

you can ALREADY identify the abilities and DCs of an enemy monster. how does that differ at all between knowing they have an AC of 30 over having a DC15 fortitude paralyzing stinger and being weak to acid damage?

the end result is:
player: alright, i try to identify the enemy's defenses.
DM: roll it.
player: *dice rolling, looks to nodding DM who notes it's a success*
DM: the warrior's defense is as...

Never had a DM tell me "The DC to is X". Abilities are an ability, like "spiting acid". It's not the same saying "his armor is very though" than saying "his AC is 50"


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WatersLethe wrote:


I just like the image of two Samurai facing off against each other and subtly adjusting their stance to take advantage of perceived openings and defend against imagined counter attacks.

It's so fightery to be able to say "Hey, that guy looks like he's better at dodging than he lets on. It's clear as day." Pros have an eye for that kind of thing!

When you said this, it took me back to the character Elliott Spencer from Leverage:

The Leverage TV Series wrote:

Parker: You ID'd the weapon from the gunshot sound?

Eliot: It has a very distinctive sound.
[Later]:
Eliot: The tall one? The way he used a knife? Ex Marine. Probably Force Recon.
Hardison: You ID'd a guy off his knife fighting style?
Eliot: It's a very distinctive style.

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