Terraism
Explorer
(Yup. Another "fighter's are underpowered after about level eight" thread. I'm going to be working from that perspective for the rest of this post, by the way.)
I think the best-known issue with fighters is the fact that, while they get a large number of feats - they're the "feat masters," as it were - there just aren't quite enough feats out there (in the core books, anyway,) for them to keep using those bonus feats at higher levels. Sure, they have more to take, but after they've gotten the feat tree devoted to their preferred fighting style, then what? They take a tree that's not quite as relevant, but still useful. Then less relevant, then... anyway. Getting back to that "feat master" thing. As I see it, fighters are supposed to be the best at straight-up combat. Barbarians are better at tearing through things, frothing at the mouth and doing insane amounts of damage. Paladins have divine backup. Rangers are tricksy little fellows. Fighters, on the other hand... well, they have a lot of feats. More than everyone else. What if they were better at them, too?
I've been trying to figure out a way to increase the power of fighters at higher-levels, while keeping it about the same early on, where they're just fine. And I keep coming back to the "feat master" idea. How crazy would something like this be?
Feat Mastery (Ex): Numerical effects and bonuses from feats on the list of fighter bonus feats are increased by +1 at 8th level, +2 at 12th level, +3 at 16th level, and +4 at 20th level.
Example 1:
- Normal: Joe is a 9th level fighter with a 14 Intelligence. He has has Combat Expertise, and sacrifices two points from his attack bonus to gain a +2 bonus to his AC until his next action.
- Changed: Because he has Feat Mastery (+1), he gains a +3 bonus to his AC.
Example 2:
- Normal: Joe is a 12th level fighter with Improved Disarm, giving him a +4 bonus to Disarm attempts.
- Changed: Because he has Feat Mastery (+2), he gains a +6 bonus to Disarm attempts.
Example 3:
- Normal: Cor is a 16th level fighter with a 19 Dexterity and Combat Reflexes. He may make four attacks of opportunity per round.
- Changed: With Feat Mastery (+3), he may make seven attacks of opportunity per round.
Now, I'm aware that this doesn't address the fact that the fighter is still lacking in some feat choices at higher levels, but it does (or seems to, anyway,) provide a bit of incentive for a character to take more than 4-8 levels of the class. And there are some places where it wouldn't quite work. (For one, with this change, I'd remove Greater Weapon Focus and Greater Weapon Specialization - a fighter with the normal versions would be getting +5 to attacks and +7 to damage, and he doesn't need to double that.)
That said, what're the balance issues here? Is this a reasonable way of powering the class up? Or am I missing something that boosts them completely off the chart? I know that it's a little bit "more of the same," but at the very least, it's a pretty respectable level of more of the same.
I think the best-known issue with fighters is the fact that, while they get a large number of feats - they're the "feat masters," as it were - there just aren't quite enough feats out there (in the core books, anyway,) for them to keep using those bonus feats at higher levels. Sure, they have more to take, but after they've gotten the feat tree devoted to their preferred fighting style, then what? They take a tree that's not quite as relevant, but still useful. Then less relevant, then... anyway. Getting back to that "feat master" thing. As I see it, fighters are supposed to be the best at straight-up combat. Barbarians are better at tearing through things, frothing at the mouth and doing insane amounts of damage. Paladins have divine backup. Rangers are tricksy little fellows. Fighters, on the other hand... well, they have a lot of feats. More than everyone else. What if they were better at them, too?
I've been trying to figure out a way to increase the power of fighters at higher-levels, while keeping it about the same early on, where they're just fine. And I keep coming back to the "feat master" idea. How crazy would something like this be?
Feat Mastery (Ex): Numerical effects and bonuses from feats on the list of fighter bonus feats are increased by +1 at 8th level, +2 at 12th level, +3 at 16th level, and +4 at 20th level.
Example 1:
- Normal: Joe is a 9th level fighter with a 14 Intelligence. He has has Combat Expertise, and sacrifices two points from his attack bonus to gain a +2 bonus to his AC until his next action.
- Changed: Because he has Feat Mastery (+1), he gains a +3 bonus to his AC.
Example 2:
- Normal: Joe is a 12th level fighter with Improved Disarm, giving him a +4 bonus to Disarm attempts.
- Changed: Because he has Feat Mastery (+2), he gains a +6 bonus to Disarm attempts.
Example 3:
- Normal: Cor is a 16th level fighter with a 19 Dexterity and Combat Reflexes. He may make four attacks of opportunity per round.
- Changed: With Feat Mastery (+3), he may make seven attacks of opportunity per round.
Now, I'm aware that this doesn't address the fact that the fighter is still lacking in some feat choices at higher levels, but it does (or seems to, anyway,) provide a bit of incentive for a character to take more than 4-8 levels of the class. And there are some places where it wouldn't quite work. (For one, with this change, I'd remove Greater Weapon Focus and Greater Weapon Specialization - a fighter with the normal versions would be getting +5 to attacks and +7 to damage, and he doesn't need to double that.)
That said, what're the balance issues here? Is this a reasonable way of powering the class up? Or am I missing something that boosts them completely off the chart? I know that it's a little bit "more of the same," but at the very least, it's a pretty respectable level of more of the same.