I just read an interesting thread at WoTC about Intimidate, and why it should/shouldn't be a fighter skill. This made me think of my major continuing pet-peeve about the fighter class: the absolute lack of class skills and skill points for them. Let's be honest, there is a lot more to being a fighter than "Me fighter, me tank, me kill you".
Chief complaints: Spot, Hide, Move Silently, Knowledge, and only 2+Int bonus (+1 if Human) skill points [I also hate the skill points for Sorcerers & Wizards, but at least their skills make sense and aren't noticeably lacking]. Spot and Hide are especially annoying to me; Fighters (from PHB description) would be about the least likely class to blindly walk into an ambush (they would be alert for one; this is their JOB!), but based on skills (unless they sacrifice a bunch of points) a 10th level Ftr will walk into an ambush EVERY time a rogue of roughly 3rd level (Hide = +6 before mods, and even a LOUSY rogue will have at least a 14 Dex) sets one up. And without Hide, the Ftr has practically zero chance to set an ambush of his own. These are the guys that are supposed to be the backbone of an army, and they can't do some pretty basic combat skills.
As a result, I am considering a series of house rules for the fighter class for my next campaign:
1. Change Ftr, (& Wiz, & Sor) to 4 points+Int bonus/Level
2. Add Spot, Hide, Heal, Knowledge(History), Knowledge(War), and possibly Move Silently (given armor problems, I am unsure about this one...) to skills list.
While I'm at it, here's a use for the Heal skill that we currently use:
Upon a successful Heal check (provided no healing magic has already been used on the wounds in question), the PC using this skill may bind wounds to heal damage as follows:
1 rank: Heal 1 point
2 ranks: Heal d2 points
4 ranks: Heal d4 points
8 ranks: Heal d6 points
12 ranks: Heal d8 points
This may not be done in combat, except by Clerics/Druids (who will tend to use cure spells anyway). The time required to employ this skill out of combat is 1 minute per binding attempt. Wounds may only be bound ONCE. Clerics/Druids who attempt this in combat will require 2 full rounds if focusing solely on the binding. If attempting to do so without drawing AoO's (Healing defensively, so to speak), add d4 rounds to the attempt, and make successful Concentration checks against 10+damage suffered each round (Cumulative) to complete the bind. Failure to make the Heal check (DC15) means the bind was unsuccessful; failure to make the Concentration check means the attempt was interrupted, and a new Heal check must be made (at whatever penalty the DM deems appropriate) to resume on your next action.
Out of combat, PC's with at least 4 ranks will generally be able to stabilize a dying PC in 1 round, and any additional healing their bind generates will occur over the remaining 9 rounds.
[In practice, nobody in my group has ever tried to do a bind in combat, but it does save some of the low-level spells for true emergencies.]
Oops, got a bit long there. Let me know what you think.
Chief complaints: Spot, Hide, Move Silently, Knowledge, and only 2+Int bonus (+1 if Human) skill points [I also hate the skill points for Sorcerers & Wizards, but at least their skills make sense and aren't noticeably lacking]. Spot and Hide are especially annoying to me; Fighters (from PHB description) would be about the least likely class to blindly walk into an ambush (they would be alert for one; this is their JOB!), but based on skills (unless they sacrifice a bunch of points) a 10th level Ftr will walk into an ambush EVERY time a rogue of roughly 3rd level (Hide = +6 before mods, and even a LOUSY rogue will have at least a 14 Dex) sets one up. And without Hide, the Ftr has practically zero chance to set an ambush of his own. These are the guys that are supposed to be the backbone of an army, and they can't do some pretty basic combat skills.
As a result, I am considering a series of house rules for the fighter class for my next campaign:
1. Change Ftr, (& Wiz, & Sor) to 4 points+Int bonus/Level
2. Add Spot, Hide, Heal, Knowledge(History), Knowledge(War), and possibly Move Silently (given armor problems, I am unsure about this one...) to skills list.
While I'm at it, here's a use for the Heal skill that we currently use:
Upon a successful Heal check (provided no healing magic has already been used on the wounds in question), the PC using this skill may bind wounds to heal damage as follows:
1 rank: Heal 1 point
2 ranks: Heal d2 points
4 ranks: Heal d4 points
8 ranks: Heal d6 points
12 ranks: Heal d8 points
This may not be done in combat, except by Clerics/Druids (who will tend to use cure spells anyway). The time required to employ this skill out of combat is 1 minute per binding attempt. Wounds may only be bound ONCE. Clerics/Druids who attempt this in combat will require 2 full rounds if focusing solely on the binding. If attempting to do so without drawing AoO's (Healing defensively, so to speak), add d4 rounds to the attempt, and make successful Concentration checks against 10+damage suffered each round (Cumulative) to complete the bind. Failure to make the Heal check (DC15) means the bind was unsuccessful; failure to make the Concentration check means the attempt was interrupted, and a new Heal check must be made (at whatever penalty the DM deems appropriate) to resume on your next action.
Out of combat, PC's with at least 4 ranks will generally be able to stabilize a dying PC in 1 round, and any additional healing their bind generates will occur over the remaining 9 rounds.
[In practice, nobody in my group has ever tried to do a bind in combat, but it does save some of the low-level spells for true emergencies.]
Oops, got a bit long there. Let me know what you think.