When did the Fighter become "defender"?

Eric Tolle

First Post
It is funny how often this argument comes up. It is equally funny how often this argument is hyperbolic.

Fighters weren't just "wasted character slot". I can understand that perhaps you had a problem with them but there are countless others, myself included, who considered fighters along with every other melee (and non-caster) class to be perfectly valid choices.

*shrug* I knew people who considered commoners to be completely valid character choices. And to be sure, they could carry the mage's loot as well as a fighter.

I clearly remember playing in an epic level game in 3.5 where the melee character single rounded a colossal+ construct, while I -the caster- was responsible to taking out the "BBEG's" supporting cast.

It was awfully nice of the caster to allow you to take out the construct all by yourself. I bet he even patted you on the head and said you did an amazing job.

Is it true the casters get more options than the fighter? Sure. Is it true the fighter can do nothing but play backup? FALSE! Please just stop with this argument, it will never work or sway anyone.

Like it or not, the real role for a fighter in 3rd. edition is "sidekick".
 

log in or register to remove this ad

ForeverSlayer

Banned
Banned
So don't use them. Characters don't have to be balanced, right?

That's the type of system I don't want. Marking and Combat Challenge are the main abilities of the class that are built in. I don't want to have to ignore those in order to have the character that I want. I want to be able to maybe choose those abilities if I want them.
 

Herschel

Adventurer
played low level fighters and never had a problem keeping up and (usually) surpassing the casters when we deal with any number of situations involving the enemy.

Is it true the casters get more options than the fighter? Sure. Is it true the fighter can do nothing but play backup? FALSE! Please just stop with this argument, it will never work or sway anyone.

It's quite true as the game progresses. At house cat levels, the Wizard is very vulnerable while at higher levels he "owns" the game. A lot of games start around third level to avoid the house cat levels. The Wizard tends to trivialize the other classes at high levels, especially with system mastery.

The post you quoted was saying that in previous editions you started with a concept and worked toward making a character. They are then saying that in 4e you were limited by the concepts available and then creating the character. You may think these to be the same thing but many of us don't believe the same as you do.

The "limitation" was that you're comparing options when only the PHB1 was release vs. options after years of splatbooks were out. That's not making a reasonable comparison.

Once again this one talks about the rigidity of the system. Previously to 4e, you could decide you wanted to use a bow and get powers that relate to it with almost any class or concept. Now you have to decide which class or concept you want because only certain ones allow you to use a bow.

You still decide you want to use a bow and then choose game elements to fit that concept. The concept isn't "I want a bow, I'm going to make a fighter now what can I do with it" it's "I want to play a leaderly Bowman" and picking game elements to fit that.

Forgive me, I haven't really followed 4e too much and I am prone to making mistakes when I say these sorts of things, but didn't hybrid classes come out in PHB3? Also, as I understand it, hybrid classes were created in response to people disliking the current form of multiclassing available in 4e.

This is NOT true. Hybrid rules were announjced and always in the works. There were preliminary and "play test" versions out for some classes LONG before PHB 3 was released. Multiclassing was the way you dabble in a second class while Hybriding is how you function as two classes "equally". Not everything came out in the PHB 1, just like every other edition. That would have been overwhelming, not time-realistic and really bad for the rule book treadmill business model.

Oh, I'm sorry, I didn't realize we were able to use houserules as ACTUAL rules for these arguments. My bad. That clears up SO MANY 4e conversations I have.

Obviously simply reflavoring a crossbow or the like wasn't thought of so simply allowing a bow to be used for ranged powers when all you have is the PHB 1 is an easy, minor swith of a prerequisite. House rules are pretty common in every edition, in most cases to fix the broken stuff in this case it's allowing powers to work with a similar weapon which is a miniscule change. If one can't be creative enough to say 'okay, you have a bow, it's not specifically built with a recurve or reinforced for a deeper pull to maximize damage but it's beautifully-made, extremely light and has the stats of a hand crossbow' then that's your other option until more books come out.

Fighting style and role already are more connected (intertwined if you like) in 4e than they were in previous editions by the sheer fact that we KNOW that a wizard is a controller, a fighter a defender, a rogue a striker and a cleric a leader.

This again is looking at it backwards. All 4E did was make the game transparent and give you chassis to build character concepts around. If you didn't like the melee/battle cleric or ranged claric options in the PHB one for your holy man concept and you want to play a Defending Holy Man then you play a Paladin (either strong, charismatic or both). If you want to play a Striker Holy Man, Avenger or Blackguard. More control, Invoker.

Prior to 4e we likely had other terms if we had terms at all. I know there are numerous sources that state you should have one of each of those classes but they certainly don't attach the role titles to them and don't suggest other classes that fit that role to serve as backup.

Again, 4E just made it transparent. There's a reason those classes were suggested was to fill all the inherent roles. Which leads us too....

I know the roles (and classes with those roles) were implemented in 4e for sake of balance.
The roles were clarified in order to give characters better tools to do their desired job. The Fighter is usually played as a Defender because he has some great, little tricks that make him better able to draw attacks. You can't just shift away from him and charge a squishy, there are now "better" consequences for the Fighter character if you ignore him.

Controllers got more ways to mess up a monster's day in a big way. It was just about playing a blaster any more and seeing how many damage dice you could role, it was actually being able to shape a battlefield.

[quote
But that comes back to the comments I've made earlier; why must 4e be so balanced. It loses something when you try to balance everything and when you assume that all that matters is combat.
[/quote]
I see this statement made and it is completely ignorant of reality. It's not that "all that matters is combat" it's just that combat is the only place such extensive rules are needed. By that measure, 1E and 2e were "all about combat" too then. The social and exploration protions of the game don't need a tight framework and oodles and scads of rules to work, it helps to have some basic skills for adjudication in solving more difficult questions.
 

Yes, as a Tank there was certain bit of "Defending" taking place as a result of what a Fighter did, but it was only one aspect...an aspect that was a side effect of what a "Tank" was really supposed to do: stand toe-to-toe with the bad-guys, take whatever they dish out, and inflict massive amounts of damage on them. However in 4E, the massive amount of damage part became a facet of the "Striker". That is not how it's always been. The original Fighters mantra was "an overwhelming Offense makes for the best Defense". The only "Defending" they did was killing all the bad guys before they killed him and his party.

That appears to be a mix of misunderstanding and retcon.

First, in 4e the fighter very much does stand toe to toe with the bad guys, take whatever they can dish out, and inflict massive amounts of damage on them. Their secondary role is striker, and is striker for a reason.

As for the original fighters, oD&D derived from tabletop wargames. Where one of the fighter's roles was absolutely to defend squishier artillery-mages. If we're talking about the original fighters, they weren't significantly better at dealing damage with weapons than clerics - no specialisation rules until Unearthed Arcana.

IME If the fighter isn't close to one of his allies then he isn't making the monster use up extra movement and/or stopping him (via Combat Superiority) form attacking said allies (you know, his job)... and he also isn't making the monster choose between taking the -2 and an extra attack by him vs. a squishier opponent and lower AC (via Combat Challenge).

IME if the monsters aren't at least slightly bunched up or attacking at range, they have already lost. Focus fire drops them.

And as for forcing the monster to choose between a penalty to attack allies, and attacking the fighter? If the fighter is making it so the monsters can't attack his allies because of positioning then the fighter is still winning. He's forcing them to take a bad choice (attacking the fighter) and this is as effective as offering them the combat challenge.

Basically the fighter is doing his job if he locks two enemy monsters down in open terrain. Or takes the Elite.

It is funny how often this argument comes up. It is equally funny how often this argument is hyperbolic.

I've demonstrated how in PF the fighter has about the combat potential of a crippled L10 Summoner.

I clearly remember playing in an epic level game in 3.5 where the melee character single rounded a colossal+ construct,

Out of curiosity, how many buffs had the casters given the fighter?

I couldn't compare to the power that character had, as a tier 1 caster in that game.

Really? What about either finding the combats or avoiding them? At everything that isn't directly combat related the wizard leaves the fighter in the dust.

Similarly, I have often played low level fighters and never had a problem keeping up and (usually) surpassing the casters when we deal with any number of situations involving the enemy.

Now let me introduce you to Linear Fighter, Quadratic Wizard. A 1st level fighter has about twice the hit points of a wizard (assuming Con 14). And the wizard gets to be more useful than the fighter by casting spells 2-3 three times per day (plus cantrips) while the fighter is swinging a shiny bit of metal.

A 5th level fighter still has about twice the hit points of a wizard. But the wizard has 2-3 third level spells, 3-4 second level spells, and 4-5 first level spells. That's up to a dozen spells, most significantly more powerful than the fighter had. While the fighter is still swinging his shiny bit of metal.

The post you quoted was saying that in previous editions you started with a concept and worked toward making a character. They are then saying that in 4e you were limited by the concepts available and then creating the character. You may think these to be the same thing but many of us don't believe the same as you do.

It's a distinction without a difference. In every edition you are limited by the concepts presented. And in every edition you either start with a concept and work towards a character or take a concept from the list available. And I've done both in every edition I've played.

Once again this one talks about the rigidity of the system. Previously to 4e, you could decide you wanted to use a bow and get powers that relate to it with almost any class or concept. Now you have to decide which class or concept you want because only certain ones allow you to use a bow.

This is a strawman.

1: Any class can use a bow at the cost of a feat in 4e. Just like in 3.X or AD&D.

2: I don't care how many feats your wizard burns on his bow in 3.X or AD&D. He is never going to be that much use with it because his BAB falls behind fast. So your 9th level wizard has spent all his feats on Weapon Proficiency: Composite Bow, Weapon Focus: Composite Bow, Point Blank Shot, Precise Shot. He still has a BAB of +4 at 9th level. The fighter who has invested literally additional resources all into the bow is shooting at a BAB of +9/+4. (And Arcane Archer stops your spellcasting progression).

The only way a wizard is going to do something other than completely suck with a bow is simple. He needs to take levels in classes other than wizard - dropping a spell level to fighter, barbarian, or ranger - and another one as he enters Eldritch Knight. At that point your wizard is only (only!) three points of BAB down. He can try Rapid Shot, bringing his to hit penalty to -5. Or Manyshot for -7 given that he just qualifies for it.

Now let's try the archer-wizard in 4E using just PHB options. Weapon Proficiency feat again. But this time I'm at least not giving up a lot of accuracy on the ranger. What I'm giving up is the equivalent of iterative attacks and the manyshot feat. You know, the ones that take a ridiculous to hit penalty. But wait. I have enough Dex to qualify for the ranger multiclass feat. And then I can spend a second feat to trade encounter powers with the ranger. So I get some archery that is up to ranger standards (probably either Disruptive Shot or something to give me two shots). So at the cost of three feats I can get some good shooting in, and am able to shoot fast. Without having broad-side-of-a-barn-door problems. At level 10 I get to swap dailies. And at level 11 I take the Sharpshooter Paragon Path.

The 4e PHB wizard-archer makes the 3e PHB wizard-archer look like a joke who can't hit the broad side of a barn door. (Actually at high level the PHB wizard-archer simply quickened-true-strikes but I digress).

So I guess it's not mixing and matching talents (although it takes less skill to understand how to do it in 3E). What it is is the historically weird combination of combining heavy armour, the class called "fighter", and archery. Rather than taking a ranger and buying him the heavy armour feats. Because I for one don't see how the word "fighter" written on the character sheet is part of anyone's in character concept. The class is a metagame choice to best reflect your concept.

Forgive me, I haven't really followed 4e too much and I am prone to making mistakes when I say these sorts of things, but didn't hybrid classes come out in PHB3? Also, as I understand it, hybrid classes were created in response to people disliking the current form of multiclassing available in 4e. If what I have said is true, I can understand the poster's objections very clearly then. By PHB1 alone, creating the class they want is very difficult in 4e but no where near as difficult pre-4e.

Pre-4e is not synonymous with 3.X. 3.X had advantages and disadvantages. Its advantage was massive flexibility in concepts. Its disadvantage was that an awful lot of ways of taking advantage of that flexibility sucked.

You want to mix and match wizard casting and cleric casting? In AD&D it was easy (for a non-human). You effectively took a hybrid character. In 3.X? Your best path is Mystic Theurge. Which at level 7 looks like Wizard 3/Cleric 3/Mystic Theurge 1. At level 7 you can only cast 2nd level spells while the wizard and cleric are casting 4th level. And you have a BAB of +3 and problems wearing armour and casting spells. You suck. And one thing I guarantee. Sucking is almost never part of someone's character concept. And this is a problem with 3.X - so many things look like a good idea but actually just suck. (Hello there Monks, not that you weren't an improvement on the 1e monk).

As for other concepts you want, give me a non-magical leader of men who actively increases their ability on the battlefield in any edition pre-4th.

Fighting style and role already are more connected (intertwined if you like) in 4e than they were in previous editions by the sheer fact that we KNOW that a wizard is a controller, a fighter a defender, a rogue a striker and a cleric a leader.

Don't make me pull my 2e PHB which had its own roles. As for the rogue being DPR, go look at the 3.X class. Look at the hit points and sneak attack. And then come and tell me what part of that doesn't say DPR glass cannon to you?

While it's the case for many elements of 4e that a better presentation could clear up lots of problems, I think the problems people have with roles stems from a different issue, namely the fact that classes were defined by combat role rather than thematic niche.

Which isn't true. Classes are defined by thematic niche. They are then sorted and balanced by combat role. (With the occasional exception that fills in the grid like the Fightbrain (a.k.a. the Battlemind).

To take a look at the martial classes for a moment, fighters in previous editions are the dudes in heavy armor who do fancy stuff with different weapons,

Let me stop you right there. You are talking about "previous editions" as if they were all 3.X. In AD&D fighters only had four weapon proficiency slots, and needed to spend two on one weapon to specialise. (Weapon Specialisation having only come in with Unearthed Arcana). Which means that AD&D 1e pre-Unearthed Arcana fighters were (like all other classes) only proficient in a narrow range of weapons. And 1e post-Unearthed Arcana and 2e fighters were tightly focussed weapon specialists (specialisation being overwhelmingly strong).

Of course fighters took less of a penalty for being non-proficient than other classes - but that was more than outweighed by the strength of weapon specialisation. So each individual fighter had the narrowest range of good weapons of any PC.

paladins are the dudes on horseback who smite evil things, rangers are nature-y TWF/archer dudes with animal companions,

Which edition? The 1e ranger was an Aragorn ripoff right down to being able to use Palantir. The two weapon fighting of the ranger was IIRC specifically to give them a different fighting style to the fighter.

barbarians are tough dudes that flip out and kill things and are really hard to kill themselves,

Which edition? Because that describes the 3e and the 4e Barbarian. But the 1e Barbarian was defined by:
[FONT=Arial Narrow,Arial,Helvetica]Barbarians fear and oppose all magic except the simplest of clerical magics (ministrations of the gods). They cannot use magic items of any sort at low levels, and will always gain experience points for destroying any magic item. They will not knowingly work with magic-users at low levels, and at even the highest levels will view such wizards with suspicion even if well known to them. This chart shows the degree to which magic will be tolerated by barbarians:
Level Actions and Abilities

  1. May associate freely with clerics.
  2. May use potions.
  3. May use magic weapons.
  4. May use magic armor.
  5. May associate with magic-users (and their sub-classes) if the need is great.
  6. May use weapon-like miscellaneous magic items.
  7. May associate with magic-users occasionally.
  8. May use protection scrolls.
  9. May use most magic items available to fighters.
To compensate for their reluctance to use magic items, the barbarian is presumed to have the ability to hit creatures normally protected by the requirement that magic weapons be used.
[/FONT]​
Nothing about raging in there. The first actual time a barbarian got to rage was The Complete Barbarian's Handbook with a single kit from 2e having some form of rage (and a dwarf fighter kit). Now I vastly prefer the 3.X and 4e Barbarians to that antisocial pest. But would you please stop trying to claim that all prior editions worked in the way 3.X did. Because they simply didn't.

and rogues are sneaky dudes who are fragile in stand-up combat but are great in ambush situations. So far, so good.

Thieves prior to 3.X. In 1e the class was called the thief. In 2e the class was the thief and the role was the rogue. Bards were also rogues in 2e (having changed immensely from their 1e incarnation). Although this is minor quibbling.

In 3e, for instance, a 2HF fighter with Power Attack and Shock Trooper was more striker-y, a S&B fighter with Stand Still and Combat Reflexes was more defender-y, a TWFer with combat style feats and Cleave was more controller-y, and a fighter with Leadership and bunches of teamwork benefits was more leader-y.

And they were all strikery defender-wannabes with d10 hit dice and heavy armour proficiency. In 4e a 2 handed fighter with high damage powers is more strikery than the sword and board fighter who had cleave and tide of iron as his at wills - that sword and board fighter was more controllery. Your power selection is part of your customisation. And as for leadery? If you want a leadery martial character in heavy armour in 4e, write "warlord" at the top of your character sheet.

In 4e, they took everything martial characters could do and split them by combat role first, then schtick second--instead of deciding to be a weapon master or a sneaky guy or an archer and then choosing what combat niche to fill, you choose a role and then pick your schtick based on that.

Or you decide on what you want to play and then pick your class and build to that end. This latter is the way I do it most of the time. All that changed was the default presentation.

If you wanted to have Combat Challenge and wield two weapons,

You needed to wait until Martial Power 1 for the Tempest Fighter. Not everything showed up immediately - that's why we have splatbooks.

or Hunter's Quarry and have a shield,

You took Hunter's Quarry as a multiclass feat or took a spiked shield.

instead of having a blank slate and building up to the role of your choice

I don't know which game you think you have a blank slate once you've chosen your class. But it's no edition of D&D I've ever played.

If the PHB1 had had Ranger-scale TWF and archery options for Defenders and Fighter-scale two-handed and S&B options for Strikers right out of the gate, rather than trying to make a defender-y Striker because you wanted to be a TWF-based Defender or a striker-y Defender because you wanted to be a S&B Striker, I doubt roles would ever have been a problem, but instead a complaint along the lines of "I'd rather make my TWFers the mobile, sticky ones and the two-handers the straightforward, burst-damage ones" gets boiled down to a vague "Why do fighters have to be bodyguards!?!?"

If the PHB had been eight hundred pages thick and had options that contained the kitchen sink, I doubt I'd have ever tried to lift it. That's the problem. What you are asking for is entire reams of paper - they'd have had to cut about half the classes to get as much as you want - or had to cut a lot of the subtle options, like the spear fighter being pretty effective. Your entire problem here appears to boil down to "The PHB simply wasn't thick enough".

Same thing with clerics being single-target damage dealers and buffers while wizards were multi-target damage dealers and debuffers

Clerics? Single target damage dealers? A wisdom cleric can make all his dailies and a large proportion of his encounter powers AoEs. And wizards can take single target attacks. Now the buff/debuff part is a point. And one I'm pretty sure has been dealt with by splatbooks.

But the point is that the perception of how you do them is different.

If you want to make a 4e character focusing on TWF or archery, it doesn't work that way. You decide you want to make an archer, then you need to go through the different classes and figure out which classes let you do what you want to do.

This is a point.

If you want to make lots of attacks, you go with ranger. If you want to debuff people with your attacks, you go with rogue. And if you'd rather make lots of attacks with a bow and be sneaky, well, you're out of luck, because rangers are the longbow class and rogues are the sneaky/social utility class.

You think rangers aren't sneaky? Seriously? High dex, stealth on the class list. Rangers are as sneaky as they've ever been - and a sneaky ranger is every bit as sneaky as an ordinary rogue. (Or you pick Bard or even Warlord, but I digress).

Past that, being an archer, at least in PHB1, prevents you from being a defender, leader, or controller if you want powers relating to your schtick.

So once again your problem is that the PHB 1 had too few options because it wasn't a thousand pages thick. There are two archer-leader classes (bard and MP2 warlord) and two archer-controller classes (seeker and hunter). You can't have a ranged defender - the two just don't work together.

Again, it comes down to perceptions. The ranger writeup is full of powers that say "make an attack with two weapons" while the fighter writeup is full of powers that say "if you're wielding an axe or hammer, you get X benefit."

Again it comes down to you wanting the kitchen sink in the PHB. The figher has plenty of two weapon powers. They just appeared in Martial Power. This is another 800 page PHB problem.

they want to make two attacks per round because that's what they thing TWF should do

No it shouldn't. Two weapon fighting is seriously overrated in D&D . [/grump]

And many people don't see "being a defender" as a primary schtick.

I don't see "Able to cast spells" as a primary schtick either. I see the type of spells mattering. Yet we have the 3.X wizard class.

Eventually, we built his character as a cleric/rogue and just dropped the archery aspect, but he was kind of ticked off that he wasn't able to use archery-related powers because the choice was "archery, sneakiness, healing, pick two" instead of "take sneaky healer, add archery" so he couldn't both support the party and focus on the bow and have both of those relatively equally-supported as he had before.

Again this is your 800 page PHB issue. And it wasn't "Archery, Sneakiness, Healing. Pick two." It was "There are no healer archers presented in the PHB". The Bard, the Warlord, and the Cleric all have archery options. And the Bard has a decent measure of sneakiness. That said, I definitely agree that the PHB rogue should have had shortbow proficiency.

Why is that so unrealistic? What's so hard about divorcing fighting style from role?

4e made the decision to support every class as well as it does the casters.
 

pemerton

Legend
Previously to 4e, you could decide you wanted to use a bow and get powers that relate to it with almost any class or concept.
In B/X or AD&D you can't do anything useful with a bow as a cleric, druid, magic-user, illusionist or monk.

Thieves have the DEX for it, but their damage will be ordinary - they don't get backstab. A fighter may have the DEX for it, but their damage will be ordinary too - they don't get STR. In AD&D, though, a bow has a broken rate of fire (double attacks) which can certainly compensate for what might otherwise be a lack of damage.

In 3E, what does a cleric do with a bow? Not much that's impressive, I would have thought. Likewise a wizard or sorcerer (shouldn't the sorcerer be using blasting spells?). I would have thought the viable bow classes are rogues (good DEX), fighters (feats to enhance it, possibility of good DEX, good STR for a mighty bow) and rangers (free feats, likely to have good STR or good DEX).

If a player had an AD&D archer-cleric-thief, and wanted to translate that PC into 4e, I would go hybrid ranger-cleric as the first choice (I have one in the group I GM, and it plays like an AD&D archer-cleric-thief with Stealth and Acrobatics). If confined to the PHB 1, I might build a ranger with cleric multi-class: at very low levels, 1x/day healing will emulate a low-level AD&D cleric, and by mid-heroic a power-swap feat for an encounter healing power will give you a bit of a cleric vibe. Or I might build a WIS cleric with good DEX, wearing leather or hide armour, and taking ranger multi-class (to get Stealth and Hunter's Quarry as a backstab emulator) and bow proficiency. The bow will give a range advantage, and at short range the PC can switch to cleric powers instead. (Much as an AD&D cleric-thief would, especially at mid-to-high levels, might tend towards spellcasting over backstabbing in combat.)

I don't think the system is as limited as is sometimes suggested. (It's not as if a cleric-thief is an especially poweful choice in AD&D, after all!)
 

In 3E, what does a cleric do with a bow? Not much that's impressive, I would have thought.

Ah... the Cleric Archer is a known overpowered build. It takes splatbook-diving: Zen Archery for using wisdom rather than dex for archery (Complete Warrior), Holy Warrior for +4 to damage rolls (Complete Champion), Divine Metamagic to use up turn attempts to lower metamagic costs (Complete Divine), and either Quicken or Persistent Spell (FRCS). And then buff like a madman both with persisted spells and spells that don't need persisting, like Greater Magic Weapon, and outshoot the ranger while still having a whole pile of spells spare.

If a player had an AD&D archer-cleric-thief, and wanted to translate that PC into 4e, I would go hybrid ranger-cleric as the first choice

Apparently this not being in the PHB is a problem.
 

Hussar

Legend
Have enough quotes of this yet Hussar? What I just wanted to add is that this may have been a early and quick reason for people to dislike the system it likely isn't the main or even a root reason many of us do.

Many have tried the system and found it lacking. Others were turned off by aspects of the game they read or reviewed or experienced right out of the gate. Some may have disliked the direction the game went. Some found it too similar to MMOs like WoW - be it a correct comparison or not. I know I dislike that they changed many of the key areas that interested about DnD in the first place.

Did the book look different? Yes. Did people dislike the way the new book presented its ideas? Yes. Is that the only reason or final reason people disliked the system? Probably not. Certainly not for all or even most. I know it wouldn't have made any difference if they did explain the fighter in a slightly different ways or if they presented their ideas differently. If it had AEDU (for example) then I would have still disliked it, a new flavour wouldn't have changed that taste in my mouth.

Then, perhaps, you aren't included in the many I pointed to?

I mean, heck, you can see the comments in this very thread of people who are misunderstanding the system. "The defender fighter is a bodyguard" comment which started a long section of this discussion in a perfect example of someone completely misunderstanding 4e mechanics.

Look, when you make a comment about a system, and several fans of that system stand up and point to the game and can quote chapter and verse of the books where you are wrong, you are wrong about that system. Doesn't matter what that system is. There's a reason I will very rarely discuss AD&D mechanics in specific, because I know that I'm wrong more often than I'm right.

The comment earlier was that you couldn't have a fighter that was a defender and a striker is flat out wrong. It's provably wrong. You can point to powers at level after level which allow a fighter to fulfill either role without even resorting to splatbooks.

But, time after time after time, people will continue to bang the same drum that 4e characters are too restricted by role and suchlike. Despite the mountain of evidence to the contrary which immedietely gets ignored because it doesn't fit with the poster's preconception of the system.

Why do they have these preconceptions? Because of how the mechanics are presented is my belief. Now, you don't like 4e because of AEDU. Fair enough. That's perfectly legitimate. No worries. You're not making claims about anything other than your specific taste. Therefore, I'm obviously not referring to you when I talk about how the 4e PHB presents the mechanics.

But, there are a number of posters in this thread and others who have some pretty faulty grasps on the 4e mechanics and it's obvious to anyone who's actually taken the time to read the books.
 

El Mahdi

Muad'Dib of the Anauroch
That appears to be a mix of misunderstanding and retcon.

First, in 4e the fighter very much does stand toe to toe with the bad guys, take whatever they can dish out, and inflict massive amounts of damage on them. Their secondary role is striker, and is striker for a reason.

As for the original fighters, oD&D derived from tabletop wargames. Where one of the fighter's roles was absolutely to defend squishier artillery-mages. If we're talking about the original fighters, they weren't significantly better at dealing damage with weapons than clerics - no specialisation rules until Unearthed Arcana.

No, it's not a mix of misunderstanding and retcon, as it's neither.

The point is that in 4E, Fighter's were not primarily Strikers, Rogues were. Rogues do more damage than Fighters...and in my opinion, that just is not right.

And what I said is correct. "Tank" does not necessarily mean "Defender". But the 4E role pigeon-holed the Fighter into one aspect of being a Tank. That's not a codification of what has always existed, it's a limiting to one aspect of what always existed...and that is not the same thing.

The "Defender" role is only one aspect of being a "Tank".

A "Tank" is what Fighter's have always been...not just "Defenders".

B-)
 
Last edited:

GM Dave

First Post
No, it's not a mix of misunderstanding and retcon, as it's neither.

The point is that in 4E, Fighter's were not primarily Strikers, Rogues were. Rogues do more damage than Fighters...and that just is not right.

And what I said is correct. "Tank" does not necessarily mean "Defender". But the 4E role pigeon-holed the Fighter into one aspect of being a Tank. That's not a codification of what has always existed, it's a limiting to one aspect of what always existed...and that is not the same thing.

The "Defender" role is only one aspect of being a "Tank".

A "Tank" is what Fighter's have always been...not just "Defenders".

B-)

A couple of things;

1> Why is it wrong that a rogue can do more damage than a fighter? This has traditionally been the case of the rogue given the right opportunity. One of the most feared things in 1e and 2e DnD was a Thief using improved invisibility to get multiple backstabs. A flanking Rogue in 3e was scary for the backstab which added to the damage. I had a 3e rogue with throw anything ability and used to rely on the +d6 for damage to turn simple things like salt shakers and coppers into fearsome weapons that could hurt dragons.

In one of my current PF games, one of the player's is most fearsome playing an Orc Rogue with 18 str and wielding a two handed axe. He gets further aid from the witch of the group that puts things to sleep allowing him to do a Coup de Grace for d12 x3 + sneak attack + str bonus.

2> Class does not mean the same thing in 4e as it did in earlier editions. In 4e, I could take a Cleric 'class' and call myself a Holy Wizard. I could take a Ranger class with beast option and call myself a Bestiary Gladiator. If you really like the 'striker' mechanic of extra damage when someone at a disadvantage then there were several ways for a player to achieve this from 4e multi-class, hybrids, re-skins (Choose ranger or rogue and tell people that you are a fighter), re-skins where you take feats to give you heavier armour or different weapons to use, picking up powers from other classes.
 

S

Sunseeker

Guest
No, it's not a mix of misunderstanding and retcon, as it's neither.

The point is that in 4E, Fighter's were not primarily Strikers, Rogues were. Rogues do more damage than Fighters...and that just is not right.
No, that's your opinion. There are many different concepts of what a rogue should be. Thief, scoundrel, assassin, and so on. Their only universal premise is that they're sneaky. Personally, I dislike the "thief" concept because it implies some sort of alignment, usually chaotic or even evil. The "Rogue" simply tells you what type of character you are. The "Thief" tells you how to play your character.

I personally can see room for the skilly, thief rogue and the strikery, damage rogue all in the same build(see: Pathfinder). The idea that a class should or shouldn't be something is a matter of personal preference. I believe that D&D is big enough to include multiple preferences.

And what I said is correct. "Tank" does not necessarily mean "Defender". But the 4E role pigeon-holed the Fighter into one aspect of being a Tank. That's not a codification of what has always existed, it's a limiting to one aspect of what always existed...and that is not the same thing.
"Tank" means "defender" if you understand game terminology. It was difficult for me to get when I first started playing MMOs, I thought, as others do, that a "tank" in the game was like a tank in IRL. A big beefy thing with huge defenses AND offenses.

However, 4e did not pigeonhole fighters into being "defenders". Even in the PHB1 there was enough material to dish out some serious damage. Okay, some of the specializations hadn't been added, but the fighter has to start at some point. In 4e, they were a bit more "defendery" by design, but you certainly didn't have to be a defender, and as more material was added, this became only more true.
 

Remove ads

Top