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<blockquote data-quote="Celebrim" data-source="post: 7439254" data-attributes="member: 4937"><p>Are you talking to me?</p><p></p><p>Because this is what I wrote: "The rebuilt fighter also gets 4 skill points and access to four new <strong>skills</strong>: leadership, tactics, porter, and run."</p><p></p><p></p><p></p><p>3.X Fighter is widely regarded as a tier 5 class, meaning that it fails to even fulfill the role it is designed for to any degree. If Fighter were an NPC class, it would still be underpowered. Warrior is so underpowered, it doesn't even functionally allow the characters to perform the martial role you suggest of creating shield walls or wielding pikes in formation. It's difficult or impossible to use the class to simulate the different tactical approaches ancient armies used in combat.</p><p></p><p>The other martials are less limited, but still don't rise above tier 3. Getting all core classes to within a tier or two requires some concerted effort. I'm trying to explain that simply adding new more potent feats won't on its own get there.</p><p></p><p></p><p></p><p>I'm not quite sure what you are getting at, but by 'essential feats' I mean not those that open up tactical possibilities or grant you bonuses in certain environments. I mean feats that without which a fighter will not survive high level play unless buffed with things like Freedom of Action. In 3.X RAW, the fighter is not so much a standalone class as an appendage of spellcasting classes - a buffing target - which is nice but also largely unnecessary. Some compensation for that can be made by having your 'fighter' be mostly some other class either to get spell access to get up above the one effective feat every other level limitation, but this is a class which is largely outclassed by the Druid's animal companion in combat and which has in the RAW almost no out of combat utility.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7439254, member: 4937"] Are you talking to me? Because this is what I wrote: "The rebuilt fighter also gets 4 skill points and access to four new [b]skills[/b]: leadership, tactics, porter, and run." 3.X Fighter is widely regarded as a tier 5 class, meaning that it fails to even fulfill the role it is designed for to any degree. If Fighter were an NPC class, it would still be underpowered. Warrior is so underpowered, it doesn't even functionally allow the characters to perform the martial role you suggest of creating shield walls or wielding pikes in formation. It's difficult or impossible to use the class to simulate the different tactical approaches ancient armies used in combat. The other martials are less limited, but still don't rise above tier 3. Getting all core classes to within a tier or two requires some concerted effort. I'm trying to explain that simply adding new more potent feats won't on its own get there. I'm not quite sure what you are getting at, but by 'essential feats' I mean not those that open up tactical possibilities or grant you bonuses in certain environments. I mean feats that without which a fighter will not survive high level play unless buffed with things like Freedom of Action. In 3.X RAW, the fighter is not so much a standalone class as an appendage of spellcasting classes - a buffing target - which is nice but also largely unnecessary. Some compensation for that can be made by having your 'fighter' be mostly some other class either to get spell access to get up above the one effective feat every other level limitation, but this is a class which is largely outclassed by the Druid's animal companion in combat and which has in the RAW almost no out of combat utility. [/QUOTE]
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