Thunderfoot
Hero
I've been doing sheer number comparison between classes, based on Feats obtained, damage power, striking probability, etc. and as many have stated the fighter is underpowered compared to the Wizard, however, so is every other class, across the board the wizard is over-powered if you consider that the designers were really trying to "bring balance" to the game.
As an aside the various edition have use the following methods to attempt play balance. 1st & 2nd edition used the sliding XP scale to alleviate obvious problems though it wasn't perfect either. 4th edition just made everyone spellcasters and bland... 3.X however, seems to have just ignored the problem in hopes it would go away.
For example, let's look at Feats: the cleric, the other major spell casting class, has weapons, hit points and armor as well as turning at first level....and that's it. It never changes, neither does the sorcerer. Meanwhile the wizard gains bonus feats, Why? No other spellcasting class gains them in such a way, not the cleric or the sorcerer and even though the druid picks up quite a few extra abilities these "mostly" affect skill rolls and saving throws, it seems to be balanced by metal aversion.
So other than allowing wizards to gain crafting feats,, which they aren't required to take, why the bonus Feats? All it does is allow the wizard to bump his/her damage quotient, should they so desire. Anyone have any ideas? Comments?
I ask, because I'm currently working up rules for a home brew that grasps a little more realism and the wizard is blowing the curve WAYYY out of proportion.
The other classes have been relatively easy to alter - I'll post the dissected paladin later - basically I made it an off shoot of cleric instead of fighter and worked up to a PC that turns into the paladin. It seems to work well, but that's another post.
As an aside the various edition have use the following methods to attempt play balance. 1st & 2nd edition used the sliding XP scale to alleviate obvious problems though it wasn't perfect either. 4th edition just made everyone spellcasters and bland... 3.X however, seems to have just ignored the problem in hopes it would go away.
For example, let's look at Feats: the cleric, the other major spell casting class, has weapons, hit points and armor as well as turning at first level....and that's it. It never changes, neither does the sorcerer. Meanwhile the wizard gains bonus feats, Why? No other spellcasting class gains them in such a way, not the cleric or the sorcerer and even though the druid picks up quite a few extra abilities these "mostly" affect skill rolls and saving throws, it seems to be balanced by metal aversion.
So other than allowing wizards to gain crafting feats,, which they aren't required to take, why the bonus Feats? All it does is allow the wizard to bump his/her damage quotient, should they so desire. Anyone have any ideas? Comments?
I ask, because I'm currently working up rules for a home brew that grasps a little more realism and the wizard is blowing the curve WAYYY out of proportion.
The other classes have been relatively easy to alter - I'll post the dissected paladin later - basically I made it an off shoot of cleric instead of fighter and worked up to a PC that turns into the paladin. It seems to work well, but that's another post.