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Community
General Tabletop Discussion
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A critique and review of the Fighter class
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<blockquote data-quote="James Gasik" data-source="post: 8669125" data-attributes="member: 6877472"><p>The simplicity of the Fighter and the lack of a core identity can be an advantage, as Oofta has pointed out- with less being assumed about who or what a Fighter is, you can give it your own flavor fairly easily.</p><p></p><p>If you're a Wizard, some flavor is enforced- you had to learn magic, and you need to carry around a big book of spells.</p><p></p><p>If you're a Cleric, you are obviously a priest of a God/Philosophy/Ideal, you have a holy symbol, and you must pray for your magic.</p><p></p><p>What people are really asking (I think) for from the Fighter is mechanics that reinforce their chosen archetype. An agile bowman likely won't need heavy armor or shields, for example, and would rather have some "archer" benefit beyond just a Fighting Style, like improved range or something.</p><p></p><p>A showman Gladiator would like a little more synergy from Charisma, as they typically use piecemeal armor and weapons that are flashy and showy, not necessarily the most effective.</p><p></p><p>This is design space currently taken up by Subclasses, but there's only a limited amount of those, and some don't really have any flavor to them at all. What is a Champion really? A Battlemaster uses tactics- but shouldn't everyone?</p><p></p><p>The Fighter class could stand to have a little more flexibility, and a little extra 'oomph' to showcase why they are the masters of war and weapons, in a game where, depending on the level and Subclass, just about any class can be just as effective as they are in combat.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8669125, member: 6877472"] The simplicity of the Fighter and the lack of a core identity can be an advantage, as Oofta has pointed out- with less being assumed about who or what a Fighter is, you can give it your own flavor fairly easily. If you're a Wizard, some flavor is enforced- you had to learn magic, and you need to carry around a big book of spells. If you're a Cleric, you are obviously a priest of a God/Philosophy/Ideal, you have a holy symbol, and you must pray for your magic. What people are really asking (I think) for from the Fighter is mechanics that reinforce their chosen archetype. An agile bowman likely won't need heavy armor or shields, for example, and would rather have some "archer" benefit beyond just a Fighting Style, like improved range or something. A showman Gladiator would like a little more synergy from Charisma, as they typically use piecemeal armor and weapons that are flashy and showy, not necessarily the most effective. This is design space currently taken up by Subclasses, but there's only a limited amount of those, and some don't really have any flavor to them at all. What is a Champion really? A Battlemaster uses tactics- but shouldn't everyone? The Fighter class could stand to have a little more flexibility, and a little extra 'oomph' to showcase why they are the masters of war and weapons, in a game where, depending on the level and Subclass, just about any class can be just as effective as they are in combat. [/QUOTE]
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Community
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A critique and review of the Fighter class
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