A Fighters skill points....

Ridley's Cohort said:
It is a more straight forward comparison if we look at Barbarian.

The Fighter is not better at fighting at the lowest few levels, quite the opposite IMO. The Fighter really needs to spend feats on things like Weapon Specialization and Mobility to keep up with the Barbarian at low-middling levels.

There is also no comparison when you start matching up skill points and class skills.

The much lauded combat superiority of the Fighter doesn't really show up until ~6th level, and the class is already fading at 10th. Not much of a window of superiority.

I am not sure about the Ranger vs. Fighter. He is not quite the archer without Weapon Specialization. And TWF looks like a suboptimal style until you hit high levels.
I don't agree, RC. I've seen several fighter builds in action, archers, polearm twinks, twohanded greatsword twinks, TWF twinks... and most of them killed their share of barbarians after level 2. At higher levels, the fighters usually PA the barbarians with their puny DR and smallish AC to death, causing more damage (slight exaggeration) even with one-handed weapons than the barbarian achieves with greatswords..

A fighter in an online group is built for versatility. At level 6, he can boost his AC (without magic enhancements) to 34 (IIRC), enough to waste the last level8 barbarian in a one on one duel after the rage was over (the barbarian hit once during his rage).

Even tripped he was barely hit. Even touch spells don't scare him. Show me a barbarian who can do that. And don't think his damage output is bad... though he really shines when you compare the damage he takes against the damage he causes.
 
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Darklone said:
I don't agree, RC. I've seen several fighter builds in action, archers, polearm twinks, twohanded greatsword twinks, TWF twinks... and most of them killed their share of barbarians after level 2. At higher levels, the fighters usually PA the barbarians with their puny DR and smallish AC to death, causing more damage (slight exaggeration) even with one-handed weapons than the barbarian achieves with greatswords..

A fighter in an online group is built for versatility. At level 6, he can boost his AC (without magic enhancements) to 34 (IIRC), enough to waste the last level8 barbarian in a one on one duel after the rage was over (the barbarian hit once during his rage).

I will grant you that Fighters do well if you go for the archer or weird trip builds, things of that ilk. But for more typical builds you need Weapon Focus & Weapon Specialization to keep up damagewise. That shaves a lot off the main advantage of being a Fighter -- the extra feats.

The primary difference in AC is heavy armor. IME heavy armor is a mixed blessing because being unable to retreat is can be a death sentence. Perhaps I am biased because I have seen PCs die because they were too slow. I would note that even fatigued, that Barbarian could have double moved faster than the fighter could Run when the fight went badly. If the luck of the dice went against your Fighter he would be dead, dead, dead.
 
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Agreed... though this mixed blessing usually (IMC) kept the fighter alive while the barbarians were down, dead or had retreated rounds ago ;)

Hah, wonderful D&D where the TWF twinks hold the position and the guys with the heavy weapons do the mobility show with hit and run...
 

Ridley's Cohort said:
I will grant you that Fighters do well if you go for the archer or weird trip builds, things of that ilk.

And this right here could be the massive difference in perspective.

I don't consider a trip build to be weird. Improved Trip is one of the coolest things to change in 3.5, and it's just insanely cool and good and wonderful. When I think about building a mid-level-to-high-level fighter, I am not thinking about a hulking brute who just pummels things. That's the barbarian. If you want to fight with an untrained fury, GO WITH THE BARBARIAN. With the fighter, you shouldn't be planning to make what I'm guessing you think of as "a normal build" -- that is, a dude with sword&board, a greatsword, or maybe two weapons. The fighter can certainly do that, and sometimes it's great to do any or all of those things, but that shouldn't be your aim.

The fighter has the potential to be the bard of combat -- as one character, he can be a backup archer, backup tank, backup two-weapon guy, and backup special-trick-dude, all in the same combat. He won't be as good as a ranger max'd for two-weapon or archery, or as good as a barbarian max'd for tanking, or as good as a rogue max'd for combat trickery, but he'll be able to helpfully fight alongside each. And you'll have enough feats to either be that generalist AND specialize in an area that's important OR specialize in two different areas (and only have a good BAB for other types of combat) OR be a dedicated generalist who is REALLY REALLY HARD TO NULLIFY.

Examples:

Specialist in one area, generalist in others: Max out your achery feats, and ALSO take power attack and improved disarm to deal with low-AC bad guys and nasty-weapon bad guys in melee combat

Specialist in two areas: Max out archery feats and max out the Expertise chain, making you somebody who is nasty at range and can do tricky nullifying stuff in close, but who probably won't dish out a ton of damage or cleave through little guys quickly.

Generalist: Just get a feat or two from each chain. Power Attack ain't bad on its own, Point Blank Shot and one other Archery feat, Expertise, Two-Weapon Fighting, and maybe Dodge and Mobility to make it a little easier to get through ranks. You won't outshine anybody who specializes in any one combat style, but you'll never be completely S-outta-L in a fight, because your fighting style can flexibly apply in any sort of combat.

Anybody who says "There are no good feats after (BLAH)," ought to have played a barbarian instead.

And while the original comment sank without a trace, I STILL think that people playing fighters should consider the benefit of those extra feats, not just for what they give, but for what they leave room for. My barbarians rarely have the feats free to take Iron Will or Lightning Reflexes, but the Fighter gets enough bonus feats that are fighting-specific that I can use his NORMAL feats on things I ordinarily would like to get but couldn't afford. Improved Init, Save-Boosters, Skill Boosters, and so on.
 

Anybody who says "There are no good feats after (BLAH)," ought to have played a barbarian instead.

True. You can keep taking feats that are good until you are epic level, even if you got a feat every level (which you do not). There are thousands of feats, claiming that you could somehow run out of good feats to take is absurd.

However there's a much bigger problem. The Desert Raider, the Pirate, the Crusader, and all the other "Fighter Variants" - are in fact different Core Classes. You can multiclass between them freely.

The first two levels of Fighter are literally and exactly twice as good as all of the rest of the levels. There's nothing to stop you from taking 2 levels of Pirate and two levels of Corsaire. The fact that doing so gives you an extra feat indicates that either:

1> The first two levels of Fighter are overpowered
or
2> The next two levels of Fighter are underpowered.

Unless someone can give me a really compelling reason why the first two levels of Fighter are not only balanced - but in fact overpowered - the rest of the class needs to give benefits twice as fast as it in fact does.

It gets even worse at Epic Levels, BTW. There is no benefit whatsoever to taking level 21 of Fighter over any other class. None. You don't even get more BAB than you would if you took a level of Wizard.

-Frank
 

takyris said:
And this right here could be the massive difference in perspective.


The fighter has the potential to be the bard of combat -- as one character, he can be a backup archer, backup tank, backup two-weapon guy, and backup special-trick-dude, all in the same combat.


Wrong. At the point where he has enough feats to do this, the Fighter would need to have magical gear allowing him to be effective with all of those styles. Unless the DM is giving out truckloads of items and gold to the Fighter to help him out, he is still going to only be doing one thing well.


He won't be as good as a ranger max'd for two-weapon or archery, or as good as a barbarian max'd for tanking, or as good as a rogue max'd for combat trickery, but he'll be able to helpfully fight alongside each.


First, the Fighter is only useful in narrow combat situations. All the classes you just admitted are better than a Fighter in various combat styles completely blow the Fighter away in social situations, survival situations, or stealth situations. Furthermore, D&D is a game of specialization. Generalization weakens a character, making them ineffecient compared to those who specialize. The fact that you claim the Fighter needs to be generalized is merely proving the point that the class is underpowered.
 
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Wrong. At the point where he has enough feats to do this, the Fighter would need to have magical gear allowing him to be effective with all of those styles. Unless the DM is giving out truckloads of items and gold to the Fighter to help him out, he is still going to only be doing one thing well.

I respectfully disagree. I always considered two +2 weapons better than one +3 weapon, considering that I was spending approximately the same amount of money. With 3.5's changes to DR, this is even more true. I can understand if you personally want to be armed with one +4 weapon and nothing else, but please don't assume that your strategy is the only viable one.

First, the Fighter is only useful in narrow combat situations. All the classes you just admitted are better than a Fighter in various combat styles completely blow the Fighter away in social situations, survival situations, or stealth situations. Furthermore, D&D is a game of specialization. Generalization weakens a character, making them ineffecient compared to those who specialize. The fact that you claim the Fighter needs to be generalized is merely proving the point that the class is underpowered.

"Narrow combat situations" is an oxymoron in D&D. If you've built yourself an extremely specialized fighter and he's doing well in every combat, then your DM is either stupid, unimaginative, or very very forgiving of the fact that you've specialized yourself into a niche.

As for what I admitted, I'd appreciate you not twisting my words. What I said was that a member of one of those classes who specialized in a class-favored style (hit-and-run for rogues, tanking for barbarians, archery or two-weapon fighting for rangers) would outfight a generalist fighter using that same style. A fighter specializing in one of those styles will do just as well, generally speaking, as his class-specialized counterpart. We've seen enough arguments and counterarguments about the barbarian versus the fighter in tanking contests that it's obvious, to me at least, that they are close enough to be considered approximately equal.

So what I said was:

Generalist Fighter is more flexible than Specialist Ranger/Rogue/Barbarian, but not as good as the R/R/B in the area that the R/R/B specializes in.

Specialist Fighter is just as good as the R/R/B in that area.

As for your "they totally trounce the fighter in other areas" argument, I don't see at all how the Ranger beats the Fighter socially, the Barbarian beats the Fighter at stealth, or the Rogue beats the Fighter in survival situations. :) Oh, wait, you want me to compare the Barbarian's Survival -- his biggest strong point -- to the Fighter's? Well, um, duh. Yes, the fighter also fails to turn undead or cast spells. He is not as alert as the ranger or rogue, the TWO core classes that get spot. Congratulations.

It seems like this argument is devolving into an endless series of repetitions of basic premises. One side feels that the fighter is more powerful in combat, and is therefore balanced by being weakest out of combat -- and that people who want a fighting-person who is also gifted with social graces should multiclass. The other side either denies that the fighter is more powerful in combat (and I'm happy to continue arguing against that one) or says that fighters are only a little more powerful in combat but are a lot less powerful out of it.

I'd say that whether or not that's still balanced probably depends on your campaign. The designers obviously felt that combat was important enough that a minor combat advantage had to be balanced with a major out-of-combat disadvantage.

For example:

PC:A gets a class ability that gives a +2 to hit.
PC:B gets a class ability gives a +2 to diplomacy checks

After one year in the campaign, the numbers are as follows:

PC:A -- has made 1,000 to-hit rolls. Benefit of +2000 over a year

PC:B has made 100 diplomacy checks. Benefit of +200 over a year

If that math is true, then from a pure "getting bonuses" standpoint, PC:A has gotten a lot more out of that class ability. From a game standpoint, it's possible that he spent most of those rolls attacking unimportant stuff, while every time PC:B uses his diplomacy skill, it was for something vital to the plot -- but it's also possible that PC:B was improving his standard with the barmaids while PC:A was whacking BBEGs left and right. We don't know. That's a much more complex equation -- and I'm a former English Major. :)

I chose those numbers because it's obvious, to me at least, that the designers of D&D assumed that the number of combat rolls would be HUGE relative to the number of non-combat rulls. Many groups roleplay out-of-combat stuff more often than they roll for it, and you don't need to roll 8 Diplomacy checks for a single encounter -- it's an all-or-nothing on that first roll, with no retries available. Based on how it weights out, the designers appear to have decided that given how many in-combat bonuses the fighter was getting, he should get nothing for out of combat. The assumption was apparently that people who wanted out-of-combat bonuses would multiclass.

Now, I'm not saying that this is true in every campaign. I'm saying that it's what the designers were using as their standard. My evidence for this is the totally lame-ass skill points and skill selection that the fighter gets, as reported by all of you on the other side. :) This is, from what I can tell, the best possible theory for why the designers totally shafted the fighter in everything that wasn't combat (assuming that "they are poop-heads" is a nonconstructive theory).

So, from that viewpoint, the question becomes, "Is your campaign balanced in that same way?" How many combat rolls relative to non-combat rolls do you have over the course of, say, a year of gaming?

(Note: "Time Spent" doesn't matter -- if you do three hours of roleplaying followed by one hour of combat, but you only roll the dice ten times during the first three hours and then roll the dice fifty times in the next hour of combat, your dice rolls are weighted heavily toward combat.)

If you're running dungeon hacks, or even combat-heavy adventuring that has roleplaying and mystery elements, it seems pretty clear that the number of combat rolls heavily outnumbers the number of non-combat rolls. If that is true, then your fighter is getting a ton of bonuses on his rolls compared to what the poor bard is getting -- sure, he's got great ranks in social stuff, but does he get to use his Diplomacy and Sense Motive more often than the fighter gets to make an attacK?

I'm sure, for some campaigns, that the answer is "Yes". I'm sure that there are some campaigns in which the ratio is not so heavily weighted toward combat. In those campaigns, since the ratio no longer evens out -- the fighter's disadvantages now outweigh his advantages, since he's making fewer combat rolls relative to the number of other rolls out there -- the fighter is indeed weaker. In which case: Why play a fighter here? It's obviously not the right PC class for this campaign. It's a great class for NPCs -- the grim and tactless guardsmen in the swashbuckling campaign, the grunting mercenaries in the dashing pirate campaign, and so forth -- and it should be left as it is, but it's no longer right for PCs. Or you could change it, but then you should also consider giving the wizard more spells and changing their spell list to include more social spells, giving the rogue more social class abilities to make up for their lack of Sneak Attack usage, giving the Paladin something to make up for his lack of ability to use Smiting, and so forth. The fighter is not the only class currently balanced by combat abilities. It's just the most prominent one, and the one who suffers most spectacularly if you run a non-combat-oriented campaign. Your choices are to overhaul the fighter and make tweaks to almost every other class that has Rogue attack progresison or better, or to simply declare the the fighter class is only good for multiclassing or NPCs in this campaign.

It would be very interesting, to me at least, to see wat the actual numbers are after a year. Maybe next campaign I'll start something like that -- keeping track of how often everything is rolled.
 

takyris said:
"Narrow combat situations" is an oxymoron in D&D. If you've built yourself an extremely specialized fighter and he's doing well in every combat, then your DM is either stupid, unimaginative, or very very forgiving of the fact that you've specialized yourself into a niche.

I'd say that whether or not that's still balanced probably depends on your campaign. The designers obviously felt that combat was important enough that a minor combat advantage had to be balanced with a major out-of-combat disadvantage.

For example:

PC:A gets a class ability that gives a +2 to hit.
PC:B gets a class ability gives a +2 to diplomacy checks

After one year in the campaign, the numbers are as follows:

PC:A -- has made 1,000 to-hit rolls. Benefit of +2000 over a year

PC:B has made 100 diplomacy checks. Benefit of +200 over a year

If that math is true, then from a pure "getting bonuses" standpoint, PC:A has gotten a lot more out of that class ability. From a game standpoint, it's possible that he spent most of those rolls attacking unimportant stuff, while every time PC:B uses his diplomacy skill, it was for something vital to the plot -- but it's also possible that PC:B was improving his standard with the barmaids while PC:A was whacking BBEGs left and right. We don't know. That's a much more complex equation -- and I'm a former English Major. :)


Wow. Great post.

I'd argue that the fighter isn't useless out of combat. Plenty of call for Swim, Climb, Ride, and other skill checks. Much more than for, say, Appraise.

But yeah, the fighter is built for... fighting. He depends on his party members for dealing with social, stealth, and most other noncombat obstacles.

That's great. D&D is a party-based game, and designing interdependence on other classes is a Good Thing.

Give the Fighter more skill points and the appeal of all other non-spellcasting classes goes way down. That's a Bad Thing for a party-based game.

-z
 

takyris said:
As for your "they totally trounce the fighter in other areas" argument, I don't see at all how the Ranger beats the Fighter socially, the Barbarian beats the Fighter at stealth, or the Rogue beats the Fighter in survival situations. :) Oh, wait, you want me to compare the Barbarian's Survival -- his biggest strong point -- to the Fighter's? Well, um, duh. Yes, the fighter also fails to turn undead or cast spells. He is not as alert as the ranger or rogue, the TWO core classes that get spot. Congratulations.
.

I am impressed with your thoughtful and well thought out posts. Forgive me for pouncing on this one point.
;)

Yes, the Ranger is likely to beat the Fighter socially, the Barbarian is likely to beat the Fighter at stealth, the Rogue is likely to beat the Rogue in survival situations. IME having vastly more skill points coming your way translates into more flexibility in adjusting skills to the particular campaign especially when it comes to cross class skills.

If your point is the Fighter is likely to be as good a basket weaver as any other party member, then I suppose I have to agree. But that only applies to skills that do not actually get used.
 

Ridley's Cohort said:
If your point is the Fighter is likely to be as good a basket weaver as any other party member, then I suppose I have to agree. But that only applies to skills that do not actually get used.

Well, the Fighters skills are much more useful then Basket weaving, and it is up to the DM and the PC alike to make use of the skills.
 

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