When did the Fighter become "defender"?

Tovec

Explorer
The point that Neonchameleon is trying to make is that the fighter's own power is insufficient without the assistance of others. Whereas the cleric can fight on his own (using his own resources), the fighter relies on others. From the description of the fight and the campaign--and from having seen descriptions of encounters like this in the past--I'm going to make three wild guesses at what happened.
But as I have posted repeatedly, I -THE CASTER- did nothing to assist her in any way in that fight. I was helping the rogue(he had prestiges in there) do insane levels of damage but I did nothing to assist the fighter.

1. The fighter had a custom DM artifact.

2. The creature you fought was not actually that powerful, and the fighter killing it was more a function of it being weak and less the fighter being strong.

3. The fighter had some splatbook cheese that allowed him to do insane damage on a charge.

As for 1 - nope. Everything ALL characters had were very much legal and not created by the DM. None of us had artifacts in any way actually, just high level gear from the DMG and a few minor items from the epic level handbook.

For 2 - nope. She was really powerful. My example of her one rounding the construct is just a very clear example. She was invaluable throughout the campaign. Once again, throughout the campaign, I would boost myself and the rogue but rarely the fighter. The fighter needed healing as much or more than the others but that was about it.

For 3 - Once again, strike (third so you are out) - Nope. She did a divebomb as I recall. By that level we could all fly, without any need for the spell due to wings either in item form or from natural [racial] sources. The cinematic was great, she dove through the construct, tearing it in two with her insane damage.

Regardless of how she did it - SHE DID DO IT. All by herself, without any help from me. And all the while I was playing backup to HER. It doesn't matter if you believe me or not, or think some special gimmick occured - which it didn't. What DOES matter is that the fighter very clearly was not relegated to carrying my luggage. She was a very essential member of the party and immensely powerful. If I had asked her to carry my loot then chances are she would have rend me in two as well. I can understand play experiences clearly vary. The point is that fighters are not simply one roll and that they are not a caster's minion on the field. The argument is false and will continue to be false by the sheer fact that this example does exist and there was nothing I could have done to suppress it, nor would I have wanted to.
(Oh and this conversation is completely separate from the fighter/defender one I am having too.)
 

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ForeverSlayer

Banned
Banned
None of those spells were on her. I was the party cleric and as I recall, the only caster. We were playing 3.5, if it matters. Even if the fighter was getting boosts from the casters, which she wasn't, what does that matter. The fact remained that if I HAD boosted others or myself that fighter would still have been the powerhouse.



I wasn't the DM and it has been several years so I don't have the stats on the creature or encounter. The construct was the problem because of its size, immunity to a boatload of things and was effectively a mini-BBEG of the campaign. We were around ECL 26 or so if I recall correctly. I must reiterate, it is very possible I may have killed it in the long run. However, the fighter killed it in a single-round unassisted without any buffs from me.



I was a healer, a damned good one but as this was the opening round of this, supposedly, epic battle I had yet to use my healing on anyone.
You may have even tried to note that I have said I was responsible for doing cleanup, taking care of swaths of bad guys.. that could have been an actual argument as opposed to the "my magic was the fighter's real power" but even then the argument would have failed as they were effectively minions (by 4e's terms).



Oh, I always though magic-guy WAS a role, because merlin was one. My bad. I guess knight-guy isn't a role either.. silly arthur and your knights.[/sarcasm]
I didn't say that roles weren't meant to be a catchall. I merely said that in 3e the "roles" were along the lines of the concept of the character, like "magic-guy", as opposed to by build concept, like "I want to do X power because it is cool", things like that.
Healer-guy is a completely different topic, which I have contributed to as well. I'll let the whole "it is a trap" comment slide as it has nothing to do with fighters and defenders.
Why is skill-guy a trap? I am currently running a PF game where the players ADORE using their skills. They use them for everything they can. They roll a d20 while performing any action, expecting I tell them which skill they just used. The fighter and wizard in that game are often disappointed that the rogue gets so many.
Now, as far as the fighter = defender thing, that is the default position in 4e. It is what people expect the fighter to be. One has to work to change this disposition when making anything else. It seems odd in 4e if a fighter wants to use a bow but in 3e it was common place, that is my issue. I couldn't care less if the class role is called defender, tank or anything, though I would prefer no titular role at all.


My point here was that everything associated with non-combat had the axe put to it in 4e. In 3e there were rules for EVERYTHING. Some people call this bloat, and it certainly was, but it was reassuring that I could find the rule somewhere if I wanted to go looking. The fact that things like social skills were all but removed from 4e struck a resounding blow that it would focus on combat. It may have touched on other areas but the book made it very clear that it was dealing with the combat "pillar" as opposed to "exploration" and "interaction".

I would suggest not to argue with Neonchameleon. He is never going to agree no matter how much evidence you give him. He has an excuse for everything.

Admin here. If there's a problem with another member, please report the post (little triangular "!" at the left of every post) or put them on ignore. Insulting them publicly is just going to get you hollered at, too. Please don't do it. -- Piratecat
 
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ForeverSlayer

Banned
Banned
The point that Neonchameleon is trying to make is that the fighter's own power is insufficient without the assistance of others. Whereas the cleric can fight on his own (using his own resources), the fighter relies on others. From the description of the fight and the campaign--and from having seen descriptions of encounters like this in the past--I'm going to make three wild guesses at what happened.

1. The fighter had a custom DM artifact.

2. The creature you fought was not actually that powerful, and the fighter killing it was more a function of it being weak and less the fighter being strong.

3. The fighter had some splatbook cheese that allowed him to do insane damage on a charge.

And Neonchameleon is flat out wrong. The fighter is more than capable of doing his job with his own abilities. Also, ever wonder what buffs from spellcasters are for? Let me share a trade secret with you, they are there to help other members of your team do their jobs even better. Shocking isn't it?

In all seriousness, please don't spread around false ideas that it's a sin to accept buffs from other players for fear of being called a weakling class because you supposedly can't do your job with your own abilities. That's what buffs are for.
 

Eldritch_Lord

Adventurer
[MENTION=78357]Herschel[/MENTION] and [MENTION=87792]Neonchameleon[/MENTION]:

You two seem to have missed the point of my original post on roles. I said nothing about how roles work in 4e relative to pre-4e editions. I said nothing about how valid the criticisms of them were. I was disagreeing with Hussar when he said that the original "Roles are MMO!"-type complaints came about because they weren't explained well enough by the writers, and was instead explaining that, in my view, the problem is that roles were presented front-and-center as a classification for different classes while thematic aspects like fighting styles were within classes, rather than the reverse or some other system. It is the formatting and presentation of roles throughout the class chapters that causes that problem, not an insufficient explanation of the roles themselves.

Once again it all comes down to perceptions. The reason I keep using PHB1 material as an example is that that's the relevant time period for those complaints. Everyone who complains about fighters being bodyguards, about roles being constricting, etc. has likely never played 4e and/or has only read the first round of books, which is why the presentation and capabilities available in PHB1 is important to that perception. The people complaining about how you're stuck with one role per class have likely never seen the Slayer or Tempest fighter. The people who want an archer Leader didn't have the option of making a bard. The people who want an even split between two classes' powers, like the player of mine who wanted an archer cleric, never got to hybrids or PHB3 because they dropped 4e before then. So thanks for the build suggestions, Herschel, but I know about all those options and mentioned several of them myself.

The takeaway from that post should have been that we shouldn't blame writing or a lack of explanation or the like for driving people to complain about roles, because quite often people read those sections just fine; instead, the problem is that people saw archery powers or TWF powers or whatever segregated by role and didn't like that. The responses of "OMG Eldritch, you don't know anything about 4e!" are uncalled for, because I'm talking about why people I've talked to have dropped for 4e based on roles, not making any claims as to those perceptions being correct at all.

To directly address/clarify a few points:

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).

"Classified" would have been a better word here than "defined"--what I was getting at was that the first basic trait mentioned in the classes chapter is roles, and differences between classes are described in terms of roles in that section (how fighters are more striker-y defenders and paladins are more leader-y). The fact that each class gets a single-sentence summary while roles get a paragraph, and that role is the first thing mentioned in each class writeup, can make role seem a lot more important to class playstyle than schtick.

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).

No, I know my AD&D just fine, thank you. When I say "do fancy stuff with different weapons," I mean exactly that, that one fighter uses bows and another uses S&B and another uses two-handers and so on. Y'know, the same kind of weapon style stuff I've been talking about.

Which edition? Because that describes the 3e and the 4e Barbarian. But the 1e Barbarian was defined by:

*snipped description*

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.

First of all, saying I can't reference UA and the Complete Barbarian's Handbook after complaining that I wasn't referencing 4e splats is a bit unfair, don't you think? ;) Secondly, I claimed nothing of the sort. UA barbarians had special AC bonuses from Dex, d12 HD, and have good save bonuses particularly against magic (hence the "really hard to kill") and they can damage monsters who needed magic weapons to damage without actually using said weapons, jump very high and very far, and ambush things well (hence the "flip out and kill things"). Barbarians have always been tough and offensively-oriented, rage was only one manifestation of that.


ForeverSlayer said:
Also, ever wonder what buffs from spellcasters are for? Let me share a trade secret with you, they are there to help other members of your team do their jobs even better. Shocking isn't it?

In all seriousness, please don't spread around false ideas that it's a sin to accept buffs from other players for fear of being called a weakling class because you supposedly can't do your job with your own abilities. That's what buffs are for.

Neonchameleon is right in one respect, though: you should be able to do your job without any buffs whatsoever. Buffs should make someone do their job even better, as you say, but there needs to be a baseline competence there first. A completely naked 20th-level cleric can still contribute just fine, even if their DCs are suffering, they have fewer spells, etc., whereas a completely naked 20th-level fighter or monk can't compete with relevant threats without items or buffs.

That's what most of the "fighters suck without caster support" arguments involve. A warlock can survive and contribute with 8s in every ability score, clerics need zero magic items to do their primary job, wizards can get by with only the 2 free spells they get every level even though having more is always appreciated...but martial types can't fly under their own power, can't gain relevant immunities and resistances under their own power, can't hit some enemies under their own power, and so forth.

Now, in an actual campaign, does that really matter? Not so much, because everyone has items (or at least they should) and teamwork is common. It's just that many people come on forums and claim that fighter types can do anything they have to without caster support and that they're the best at their job...which is just wrong, since fighter + items + buffs is inferior to cleric + items + buffs if the cleric really tries, and since there are many things martial classes just can't do without items or buffs. That has unfortunately meant that many forum-goers who are used to correcting those people tend to extrapolate from "fighter types need items to compete, and clerics can outfight fighters if they try" (which is true) to "fighter types can't compete, and individual fighters can't be better at combat than individual clerics" (which is not).
 

I was a healer, a damned good one but as this was the opening round of this, supposedly, epic battle I had yet to use my healing on anyone.

No. But you were geared towards being a healer. Not the monstrosity a cleric can be if you go all out.

Oh, I always though magic-guy WAS a role, because merlin was one. My bad. I guess knight-guy isn't a role either.. silly arthur and your knights.[/sarcasm]

Merlin was a wizard. One who in most myths actually cast very few spells. And as all the Knights of the Round Table were knights, calling them 'knight guy' is functionally useless. Roles aren't about who someone is but what they bring to the group.

I didn't say that roles weren't meant to be a catchall. I merely said that in 3e the "roles" were along the lines of the concept of the character, like "magic-guy", as opposed to by build concept, like "I want to do X power because it is cool", things like that.

And that isn't a role. It isn't even close to a role. It's too broad. A pure focussed specialist in Evocation who only ever takes Evocation direct damage spells is performing a completely different role from a specialist diviner who specialises in scrying, information, and transportation. The role is what you do for the party - how you do it is more or less irrelevant.

Why is skill-guy a trap? I am currently running a PF game where the players ADORE using their skills. They use them for everything they can.

What level are you at? The reason it's a trap is because so many skills are made simply irrelevant by magic at higher levels.

They roll a d20 while performing any action, expecting I tell them which skill they just used. The fighter and wizard in that game are often disappointed that the rogue gets so many.

The fighter class leaves a lot to be desired.

It seems odd in 4e if a fighter wants to use a bow but in 3e it was common place, that is my issue.

And? The classes aren't quite the same as they used to be. And no edition has kept the classes all the same. The 4e fighter is doing the dominant role of the fighter from any edition.

My point here was that everything associated with non-combat had the axe put to it in 4e.

This is a complete and utter fabrication. What had the axe put to it was downtime mechanics. (And annoying skills that actively subtract from assumed competence, like Use Rope).

The 4e rogue has more competence, more flexibilty, and more out of combat ability than the 3e rogue. This is because the 4e rogue not only gets decently trained skills (and effectively more of them - 6 out of 17 skills beats 8+Int out of 36), he gets utility powers allowing him to excel at skills in a way the 3e rogue can't.

In 3e there were rules for EVERYTHING. Some people call this bloat, and it certainly was, but it was reassuring that I could find the rule somewhere if I wanted to go looking.

And I found it aggravating. To me it matters more that I can make a good call and keep the game flowing than that there are 250 separate rules I feel pressured to memorise and possibly even look up at the table. I find too detailed mechanics pressurising rather than reassuring.

The fact that things like social skills were all but removed from 4e struck a resounding blow that it would focus on combat.

Social skills?

3.X has Bluff, Diplomacy, Sense Motive, Gather Information, and Disguise.
4e has Bluff, Diplomacy, Insight, and Streetwise - with Disguise explicitly being a subset of the Bluff skill.

A grand total of one social skill has been removed from 4e - and that has explicitely been wrapped up under another skill. Two have changed name but remained.

What's gone are things like the hard coded diplomacy god mode rules. That said, I wish they had kept the five point scale for diplomacy.

It may have touched on other areas but the book made it very clear that it was dealing with the combat "pillar" as opposed to "exploration" and "interaction".

The interaction pillar is about as well supported in 4e as in 3.X. And doesn't have magical support trampling all over it. Exploration? There you have a point - 4e really needs a Wilderness Survival Guide. And possibly an urban one.

And Neonchameleon is flat out wrong.

This from someone claiming Monkey Grip is a good feat.

The fighter is more than capable of doing his job with his own abilities.

I've been through this on another thread. Fifteenth level PF fighter versus d3+1 summonable Celestial (or Fiendish) Dire Tigers, d4+2 Celestial (or Fiendish) Anklyosauri, or d4+2 Bralani Azata. Which would you prefer on your side in combat? The fighter, or your choice of the others?

Because that's a 15th level fighter vs one standard action from an Eidolon-less 13th level summoner.

In all seriousness, please don't spread around false ideas that it's a sin to accept buffs from other players for fear of being called a weakling class because you supposedly can't do your job with your own abilities. That's what buffs are for.

It isn't a sin to accept buffs. That's what buffs are for. It is, however, false accounting to allocate the effectiveness from buffs to the buffee rather than the buffer. As for can't do your job with your own abilities, that is the problem.

@Herschel and @Neonchameleon :

It is the formatting and presentation of roles throughout the class chapters that causes that problem, not an insufficient explanation of the roles themselves.

Ah, OK. I defend many things about 4e - but the presentation in the PHB isn't one of them.

[quote[The responses of "OMG Eldritch, you don't know anything about 4e!" are uncalled for, because I'm talking about why people I've talked to have dropped for 4e based on roles, not making any claims as to those perceptions being correct at all.[/quote]

OK :) And I think we can agree that the presentation of the PHB sucks. It plays much better than it reads.

No, I know my AD&D just fine, thank you. When I say "do fancy stuff with different weapons," I mean exactly that, that one fighter uses bows and another uses S&B and another uses two-handers and so on. Y'know, the same kind of weapon style stuff I've been talking about.

And with the exception of bows, so do 4e characters :)

First of all, saying I can't reference UA and the Complete Barbarian's Handbook after complaining that I wasn't referencing 4e splats is a bit unfair, don't you think? ;)

Absolutely not. I think it's pure consistency. You are saying what didn't show up in the 4e PHB. And I'm saying that needs comparing with equivalent PHBs. If you want to reference UA and the Complete Barbarian's Handbook then for consistency you should reference 4e splats. If you want to reference just the PHB then you should reference just the PHB.

Barbarians have always been tough and offensively-oriented, rage was only one manifestation of that.

The single most defining attribute of the UA Barbarian was hatred of magic. Hatred of magic made it different from any other class in the game. And they were explicitely granted a large amount of power to make up for not wanting to be near magic including magic items. The most defining attribute for a 3.X barbarian was rage. And if you want to talk about "flip out and kill things" without rage then the fighter does likewise.

A completely naked 20th-level cleric can still contribute just fine, even if their DCs are suffering, they have fewer spells, etc., whereas a completely naked 20th-level fighter or monk can't compete with relevant threats without items or buffs.

No it isn't. The problem is that outside combat the 20th level fighter's abilities are almost entirely irrelevant. Inside combat with high level spells flying around he's still a man waving a pointy piece of metal - and in the fighter's case with a will defence that sucks. And a cleric who can be bothered can outfight the fighter.

That has unfortunately meant that many forum-goers who are used to correcting those people tend to extrapolate from "fighter types need items to compete, and clerics can outfight fighters if they try" (which is true) to "fighter types can't compete, and individual fighters can't be better at combat than individual clerics" (which is not).

I don't know why people are trying to say that anyone thinks that individual fighters can't be better at combat than individual clerics. Hogtie the fighter and the wizard's better at combat than the fighter. If the cleric doesn't care about being good at melee, the fighter will outfight the cleric - because the cleric has better things to do (see Ars Magica).
 


Piratecat

Sesquipedalian
Okay, folks. It's pretty clear that people are getting frustrated that they aren't convincing people of their argument, and when people get frustrated they occasionally get rude. That isn't something we want to see. So let me remind you: YOU DON'T HAVE TO WIN. It's totally okay if no one ends up agreeing with you, so long as you think you made your point cogently. If you start getting angry, walk away from the keyboard for a while instead.

I'm leaving this thread open for now, but no more insults, please. Don't tell other people what they think. Stick to supporting your own argument.
 

I would like to point out that some fighters were really great.

I played in a game as a wizard, who totaly envied the fighter.

The Dm had us going agianst a mage guild, with clerics to the gof of magic as his main forces. So in any given fight we expected 2-3 casters at min. The fighter had the wole mage slayer set of feats, stand still, a large imp crit spike chain, roblars gambit, and combat reflexes with a VERY high dex. Once he got in close to the casters he shut them down... it was awsome.


I also DMed for a 3.5 game where the fighter Archer who had 1 or 2 levels of rouge constantly out damaged pretty much the whole rest of the party put togather.

Now would both of those have been better if they didn't have to fight up hill to get there...YES. Was the fighter unfairly burdaned with the mundane well others got to be super stars...MAYBE. Have people enjoyed fighters since the begining of the game...YES.

I have found that groups that do not have the problem with Martial/Caster are the luckyones, and if anything the ones playing the game as intended. The problem is that once Pandora's box of caster win is opened, it is hard to go back.
 

Doug McCrae

Legend
A fighter can be optimised to a much greater degree than many other combat-oriented non-caster classes such as the ranger, monk or barbarian, and it's all down to feats. With each splatbook published, feats get better and better, more options, more combos, more power.

Afaict (my 3.5 optimisation skills are very rusty) there are basically two routes to a powerhouse fighter - charge builds and area denial (spiked chain, AoO, combat reflexes).

The last time I played 3.5e, I used a warblade charge build. It was considered to be overpowered by the other players. It used feats, maneuvers, and magic items to achieve a combination of pounce, all attacks as touch attacks, and power attack with a 2-handed weapon, to deal significant damage. Iirc, at lvl 9 my PC did 160 damage to a frost giant after a charge, though that was hasted, and that wasn't exceptional.

Ofc none of this kind of thing is possible in the core rules.
 

underfoot007ct

First Post
None of those spells were on her. I was the party cleric and as I recall, the only caster. We were playing 3.5, if it matters. Even if the fighter was getting boosts from the casters, which she wasn't, what does that matter. The fact remained that if I HAD boosted others or myself that fighter would still have been the powerhouse.

<SNIP>

My point here was that everything associated with non-combat had the axe put to it in 4e. In 3e there were rules for EVERYTHING. Some people call this bloat, and it certainly was, but it was reassuring that I could find the rule somewhere if I wanted to go looking. The fact that things like social skills were all but removed from 4e struck a resounding blow that it would focus on combat. It may have touched on other areas but the book made it very clear that it was dealing with the combat "pillar" as opposed to "exploration" and "interaction".

So in 4e, the skills; Diplomacy, Streetwise, Insight, are certainly not combat skills. These skills got no "axe" that I can can see, So I don't understand your view of 4e have no non-combat skill. That just is NOT true.

Do we really NEED rules to explain how to explore the game world, really?


... Also, I think this thread has totally lost the OP's question about defenders & their role.
 
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