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Class skills for Fighters
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<blockquote data-quote="warhookdm" data-source="post: 495366" data-attributes="member: 4252"><p>I seem to have struck a nerve! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>I see some of the points made so far, and agree with some of them. Move silently probably would be a bit outside the basic concept of the fighter. However, in answer to the points about spot - why doesn't it make sense for a person trained for COMBAT, to also be trained in spotting potential ambushes? Every basic grunt in the army is taught the basics of what to look for in this regard. In the same vein, any basic grunt learns field first aid in basic training; some of the better/best soldiers get damn good at it, too. (Without going to extra schools, etc.)</p><p></p><p>Also, as any veteran can tell you, knowledge (of history or tactics or war) is one of the most important skills a PROFESSIONAL warrior can have. And the Fighter is really a professional. That is the main reason I understand why they don't have Profession as a class skill; their class IS their profession, and it takes a lot of time to stay current with all those weapons, techniques, etc.</p><p></p><p>I agree that many of the other classes would need to get their skill points bumped as well; I believe I even mentioned that in the first post.</p><p></p><p>My primary beef with the skills and points as is is that Fighters (the backbone of any party) are way too easy for any moderately competant rogue to take down as they currently stand. No matter how smart you play a Ftr6, a Rog4 (Avg Hp=25) can take him with few problems - the Ftr6 can't spot him, and will end up being sneak attacked when he blindly wanders in to the Rogues ambush. Then the Rogue will tumble out of harms way (no Opp attack), and do it again. Or he will successfully feint, and do it again. So the Ftr6 (Avg Hp=49.5; assumes +2 Con bonus) will end up taking something like 3d6 or so hp damage every round or 2, while the Ftr might dole out d8+3 every other round or so. Granted the fighter COULD drop the rogue in 2 rounds, but only if he is able to close... not likely!</p><p></p><p>As for cross-classing with Fighters, Wizards, Sorcerers, and the like - you can't do it effectively with so few skill points. An average fighter will end up with 3 or 4 skill points per level; the player isn't going to spend those points on cross-class skills.</p><p></p><p>On the subject of Multi-classing to get what I'm after: Multi-classing works great - below about 10th level. After that, straight-class NPC's have a huge advantage. Take it from the DM who almost TPK'd a party of 9 experienced players with 2 straight class NPC's 1 level stronger than the party average level.</p><p>Most of the PC's were multi-classed.</p></blockquote><p></p>
[QUOTE="warhookdm, post: 495366, member: 4252"] I seem to have struck a nerve! :D I see some of the points made so far, and agree with some of them. Move silently probably would be a bit outside the basic concept of the fighter. However, in answer to the points about spot - why doesn't it make sense for a person trained for COMBAT, to also be trained in spotting potential ambushes? Every basic grunt in the army is taught the basics of what to look for in this regard. In the same vein, any basic grunt learns field first aid in basic training; some of the better/best soldiers get damn good at it, too. (Without going to extra schools, etc.) Also, as any veteran can tell you, knowledge (of history or tactics or war) is one of the most important skills a PROFESSIONAL warrior can have. And the Fighter is really a professional. That is the main reason I understand why they don't have Profession as a class skill; their class IS their profession, and it takes a lot of time to stay current with all those weapons, techniques, etc. I agree that many of the other classes would need to get their skill points bumped as well; I believe I even mentioned that in the first post. My primary beef with the skills and points as is is that Fighters (the backbone of any party) are way too easy for any moderately competant rogue to take down as they currently stand. No matter how smart you play a Ftr6, a Rog4 (Avg Hp=25) can take him with few problems - the Ftr6 can't spot him, and will end up being sneak attacked when he blindly wanders in to the Rogues ambush. Then the Rogue will tumble out of harms way (no Opp attack), and do it again. Or he will successfully feint, and do it again. So the Ftr6 (Avg Hp=49.5; assumes +2 Con bonus) will end up taking something like 3d6 or so hp damage every round or 2, while the Ftr might dole out d8+3 every other round or so. Granted the fighter COULD drop the rogue in 2 rounds, but only if he is able to close... not likely! As for cross-classing with Fighters, Wizards, Sorcerers, and the like - you can't do it effectively with so few skill points. An average fighter will end up with 3 or 4 skill points per level; the player isn't going to spend those points on cross-class skills. On the subject of Multi-classing to get what I'm after: Multi-classing works great - below about 10th level. After that, straight-class NPC's have a huge advantage. Take it from the DM who almost TPK'd a party of 9 experienced players with 2 straight class NPC's 1 level stronger than the party average level. Most of the PC's were multi-classed. [/QUOTE]
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