A Fighters skill points....

Well, there's the crux of it. I don't play in standard games, and I can link things together extremely well (one character was able to get up to I think 24 AC while wearing nothing), so I'm not the one to be asking. When you have a DM that thinks that spraying undead with a watergun full of holy water is perfectly normal, you don't exactly get a good demographic of character power.
That said, no, I don't feel underpowered per se. However, all of my characters (including my super-sniper who had a range increment of over a mile) were rather lacking in their variety of skills; almost all of them had some sort of craft, most had jump, a couple had some other skills, and one had diplomacy (basically because I said he needed it to fit the concept). I'd love some of the feats from the other books (namely Charging Cleave and Trail of Blood, both of which let you move after cleaving - I want my fighter to WADE through the orcs, dimmit! :p ) Plus, of course, if I had a wider variety of feats to chose from, then I feel I could more tightly focus my character (and I've made over a dozen completely different fighters in my time).
It also helps that I am a very lucky individual: one of my character's stats was 18, 18, 18, 17, 16, 16 (perfectly legal - the DM watched me roll). So, in short, no, I don't feel underpowered, but there are also things outside the class itself - my ability to slap together feats to fill out a concept, my luck with the die (yes, we always roll stats), etc.
*reminesces about his Winged Human warrior who could attack 4 enemies a turn at level 4*
Magius out.
 

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From a DMing standpoint, I control the allocation of found treasure. From there I can make any character the most or least powerful simply by handing out items which do or do not synnergize with the individual characters.

So I can hand out special magical gloves that allow a Monk to keep his Unarmed Damage and give a significant bonus on top of that - and make the Monk a powerful character. I can hand out the Axe of the Dwarven Lords, and make the Dwarven Fighter into a hardcore monstrosity.

I can do these things.

And I have to.

If the DM is purposefully giving more powerful items to one character than the rest of the party - the game shouldn't be balanced, and it is. The fact that the game is balanced with one artifact weapon in the whole party in the hands of the party Fighter means that the game is unbalanced as deisgned - because all of the players are supposed to have equivalent swag.

-Frank
 

FrankTrollman said:
Because most games start at first level?

Thus, there are more first level characters than third, more 4th than fifth, and so on. And of course, since you've already admitted that PrCs are better - 6th level Fighters and Rangers are both underpowered, right?

So it only makes sense to base a comparison on an early level - not a late one.

I could compare at 2nd level - but a sencond level is half again as good relative to hise level as a 4th level one. In the long run, a Fighter gets 11 bonus feats in 20 levels - at 3rd level he's 2 for 3. That's still better than his overall average, but close enough for comparison.

-Frank

Ah, I think I see now. You assume most campaigns start at 1st level and progress from there. That's probably true - but I know of many personal campaigns that start higher - and there were campaigns that were in the high-teens within a week or two of the books being made available, so either XP was off the scale or they started at a higher level than 1.

It seems your problem with the Fighter class is more one of myopia, rather than actual play experience. I have experience with high-level Fighter class characters and they hold their own against the other classes. In particular, a 12th level Fighter great axe specialist routinely deals more damage than the party wizard. The wizard's advantages are:

- being able to hit scattered mobs more easily, but a well-positioned Great Cleave attack sequence can clear a room (and has!)
- being able to hit things by using force-effect spells
- having solutions for and counters to hostile magical effects

But the 11th level Wizard doesn't do 50+ points of damage each round, even with his cones of cold, fireballs, and so forth. :)

Even low-level the Fighter class compares favorably to the Ranger class. See my 5th-level comparison between humans of those classes. Keep in mind both classes are using their first- and third-level feats to support their combat styles.

In detail for ranged combat stylists, it's

Code:
  FTR                      RGR
1 PB Shot, Rapid Shot,   | PB Shot, Weap Focus (any, likely bow)
  Weap Focus (any)       | Track, Favored Enemy 1
2 Precise Shot           | Rapid Shot
3 Dodge                  | Precise Shot, Endurance
4 Weap Spec (any)        | 
5                        | Favored Enemy 2

(Please forgive the formatting - I'm not good with UBB format commands, so I'll edit this if I figure out how to make the tables look better.)

So - if both classes choose the same weapon to Focus on, and Specialize in the case of the Fighter class, the Fighter class ranged combat stylist has the edge in number of combat feats (if only in Dodge). If Dodge isn't your style, choose a general-purpose combat feat, the base of another chain, or any feat you want since it's a 3rd level "universal" feat.

(To be honest, I'm not sure if I'd focus/specialize in a ranged weapon were I the Fighter class player. The next 15 levels' worth of feats are going to be rich with melee combat goodness, and the overall effectiveness of melee combat is greater than ranged combat. Whatever - the Fighter class chooses whatever the Ranger class does, it's all good.)

In detail for two-weapon fighting stylists, it's

Code:
  FTR                       RGR
1 Dodge, Combat          | Dodge, Weap Focus (any)
  Expertise, Weap Focus  | Track, Favored Enemy 1
2 Two-Weapon Fighting    | Two-Weapon Fighting
3 Two-Weapon Defense     | Two-Weapon Defense, Endurance
4 Weap Spec              | 
5                        | Favored Enemy 2

It's worth noting that the Fighter class can match the Ranger Class' two-weapon stylist more easily. I chose Combat Expertise because it's a nice defensive feat that's required for Whirlwind Attack, which I believe is worth the prerequisites. If you don't care for Whirlwind Attack and you think Two-Weapon defense is unnecessary, change those feats. Keep the 3rd-level feat the same for both classes and go wild picking a different combat feat for the Fighter class at first.

The differences only grow more profound as the Fighter class gets higher in level. The Fighter class maintains a higher average damage output after fourth level, except if the Ranger class chooses the same favored enemy at fifth level. Then the Ranger class deals more average damage to that particular creature type, but the Fighter class is dealing more average damage overall. If the Ranger class splits his favored enemy bonus, the Fighter maintains the advantage overall and the Ranger merely ties against those two creature types. At 12th level, the Fighter class does even better in comparison, and the Ranger class has to double-up to match average damage output against those particular creatures, and has to wait to 15th to attain parity against another group - and the Ranger is then forever behind the curve in terms of damage output against everyone else.

Now, given the importance the D&D rules place on combat, superiority in combat is the character balancing factor held against all the non-combat stuff the Ranger and others get... including extra skill points, Track, Endurance, and other features. Not that combat effects should be balanced by non-combat effects, but it seems to be a major part of your complaint about the Fighter class.

So - show me a way in which the Ranger class trumps the Fighter class in overall combat effectiveness. If you wish, I can extend the "feat choice" tables I included above. The Fighter class is certainly less glamorous than many classes, but it's not less effective at fulfilling its role as combat specialist.

Another point:

FrankTrollman said:
And of course, since you've already admitted that PrCs are better - 6th level Fighters and Rangers are both underpowered, right?

Not at all, Frank. The game designers intended for PrCs to be better than core classes at many aspects of combat. The Fighter and Ranger classes are as powerful as any core classes should be at 6th level - less powerful than Prestige Classes, albeit with perhaps more flexibility than PrCs offer (since PrCs channel character career down a single path, unless someone intentionally min/maxes PrC choices).

You phrase that like recognizing the designer's intent, as stated by the designers, is in some way a concession to your argument. It's not, to be clear.

dcollins: :) :rolleyes:

edit: cleaned up some clumsy grammar at the end there - "at many aspects" moved around a little.
 
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FrankTrollman said:
I shouldn't need to be more than averagly intelligent to play Pirate. In fact, I should be able to be a "stupid pirate" - and still have:

Profession Sailor
Spot
Swim
Climb

That's just the guy who hangs out on the crow's nest and shouts a lot. This should be doable as a human with an intelligence of 8.

It is doable.

1st level Fighter, Human, Intelligence of 8.

Profession: Sailor 2 ranks, Spot 1 rank, Swim 2 ranks, Climb 2 ranks.

There you go. It wasn't that hard to figure out.
 

Stormraven: Except for the fact that that's two points over. Profession and Spot are both cross-class (so 6 points there), and Swim/Climb are class (4 more). That's 10 ranks in the skills, and a human fighter starts with 2 - 1 + 1 SP/level, or straight up 2/level. At first level, that's 2x4, or 8 skill points; two short of making the pirate.
Make one or even both of them class skills, and you've got yourself a character that could handle himself on the sea. And that's that.
Magius out.
 

Last I checked, D&D was played in groups that usually function as a team...

comments are in red...

FrankTrollman said:
I am not talking about "roleplaying".

Non-combat utility can come in many forms:

* Being able to make the diplomacy roll necessary to save your party from being eaten by the dragon.

This is the Bard's job or maybe the rogue's job.

* Being able to make the Gather Information roll necessary to discover that the evil wizard you are hunting rides around on a Blue Dragon so you can plan accordingly in the final battle.

Definately the rogue's job

* Being able to make the Sneak roll necessary to listen in on the enemy general's battle plan.

Rogue again and at higher levels the wizard and cleric can just scry

* Being able to make the Use rope roll necessary to get your party wizard up the cliff.

Rogue's Job

* Being able to make the appraise roll necessary to notice that the onyxs are spell-component grade.

The rogue could do that

* Being able to make the craft roll necessary to make a copy of the king's iron key.

Rogue again

* Being able to make the escape artist roll to get out of your bonds so that you can rescue the other prisoners before the bandits come back down into the cells.

Rogue again. Odd the "skill based" class can do all this stuff.

* Being able to make the Spot roll necessary to see the distant ankheg movements.

The rogue does this well.

* Being able to make the search roll necessary to find the princess' diadem in the mire.

The rogue again, but the wizard has spells to make this go quickly

* Being able to make the disable device check to unravel the Symbol trap without having it kill anyone.

Definately the rogue

* Being able to make the Sense Motive check to catch the fact that the prince is possessed, and not to be trusted.

The rogue again and Paladins do this pretty well too.

* Being able to make the Sleight of Hand check to palm the cursed coin when noone is looking.

Clearly this is a rogue thing

* Being able to make the Survival check to follow the trail of ghouls past the river.

This would be a good thing to have a ranger around for.

and it can mean the ability to do magical things as well:

* Being able to teleport the party to their destination.

Wizards Job

* Being able to suppress the cursed shield's magic long enough to break it apart.

Cleric's Job

* Being able to use Divinations to determine the exact location of your goal.

Cleric's Job

* Being able to break the hold of mummy's rot on the village mayor.

Cleric's Job

* Being able to fly over the forboding wall of brambles which envelopes the sleeping castle.

Wizards do this AND they could make it easy for you to do it.

----

Being non-combat doesn't mean "social", and it doesn't mean "roleplay". You can role play just as well with a 1st level Expert as you can with a 20th level wizard. But every class comes to the table with a certain degree of non-combat utility. And it's important.

And the fighter doesn't have it.

And that's ungamebalancing and anti-fun.

Every class has a niche. You don't hear the wizards complaining that they can't attack 4 times a round with their longsword including a disarm, followed up with a cleave and a few trips thrown in for fun. You don't see the rogue complain that his damage output in combat dropped like a rock because he can get sneak-attack damage against undead.

Fighters are good at combat, that's what they do. If you want a little more non-combat utility play

A rogue - but you lose BAB and shouldn't be wearing decent armor

A ranger - but it costs you HP, you are stuck in light armor, and you loose a bunch of extra feats

A Barbarian - but it costs you feats and you have to burn skill points to be able to read. Of course you can rage and you get D12 for HP so you are about 1 + 1HP/level ahead of the fighter

A cleric - You can fight in armor with some impressive but simple weapons, you won't have as good a BAB or HP's but you aren't going to fall victim to charm spells left and right, you can cast spells and can heal people almost at will. You won't be as good a fighter as the fighter, but hey you aren't a fighter

well you get the idea....

-Frank
 

Um... Are you saying that fighters are fine or that they aren't, just____al? You seem to prove quite well that a fighter isn't needed at all outside of combat, which can be a good percentage of a campaign (even if it is just a dungeon - most of those have traps in them, too). I like the fighter, but I really think that he should at least have a more flexible skill list (maybe letting the player chose 2-3 skills for class skills, to support any concept).
Well, at least there's one thing I'm consistently complaining about with this...
Magius out.
 

just__al said:
Last I checked, D&D was played in groups that usually function as a team...
comments are in red...
Without requoting the entirety of your commentation, I'd like to point out that you've now demanded far more from the rogue than he reasonably has skillpoints.

Your hypothetical party rogue has the following skills:
Gather Information
Hide
Move Silently
Appraise
Escape Artist
Spot
Search
Disable Device
Sense Motive
Sleight of Hand
Use Rope
Craft

This rogue now demands 12 SPs/lvl. And this doesn't even include the some of the rest of the Rogue's core packages, which is generally implied, but was not specifically mentioned:
Listen
Open Lock

I'm not entirely sure how you're planning on getting all of these skillpoints, but I'm rather certain your rogue CAN'T do all of these things.
 


Rouges could use a small boost as well but then thats already been pointed out as well. Giving a fighter 4 skill points per level will not break or unbalance this class in anyway. Before giving further excuses why the Fighter isnt unbalanced, try it out in your campaign.

Wizards suck at low levels but at higher levels they rule. I agree with this and it shouldnt be a comparison. Though if need be, spells can basically aloow a wizard to do anything.

Thats what Im running under my house rules, and none of the other characters are complaining in the slightest bit. The extra skill points do not add that big of a difference then one may think. The fighter now has one good skill besides horseman ship, which is accually nice to see for a change and the characters in all are much happy.

Happy peep=fun games, and that is the bottom line. So those thinking or questioning if it will unbalance the class no it wont, the proof is in the pudding.

DA
 
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