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A Fighters skill points....
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<blockquote data-quote="takyris" data-source="post: 1140014" data-attributes="member: 5171"><p>And this right here could be the massive difference in perspective.</p><p></p><p>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.</p><p></p><p>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, <strong>all in the same combat</strong>. 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.</p><p></p><p>Examples:</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Anybody who says "There are no good feats after (BLAH)," ought to have played a barbarian instead.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="takyris, post: 1140014, member: 5171"] 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, [b]all in the same combat[/b]. 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. [/QUOTE]
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