Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Next Blog - The Fighter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JohnSnow" data-source="post: 5814090" data-attributes="member: 32164"><p>WotC should watch <em>The Thirteenth Warrior, The Three/Four Musketeers (1973/74), Jason & the Argonauts, King Arthur, The Seven Samurai</em>, one of the Harryhausen <em>Sinbad</em> pictures, and several other movies where a group of fighters goes adventuring together.</p><p></p><p>Using those as examples, it seems to me that "the fighter" (as an archetype) should be proficient with all weapon styles and types, but particularly skillful or specialized in a couple or a few.</p><p></p><p>The ideal world would be to have fighters start knowing (but not specialized in) all "styles" of combat, including:</p><p></p><p>Single Weapon</p><p>Weapon and Shield</p><p>Dual-Weapon</p><p>Two-handed Weapon</p><p>Thrown Weapon</p><p>Ranged Weapon</p><p>Unarmed Combat</p><p></p><p>Specializing in a particular style should give you the ability to do things that aren't unique to the weapon you choose. For example, weapon and shield style should give you access to various shield maneuvers. Similarly, the ability to strike with both ends of a weapon would be a feature open to anyone specialized in the Two-handed weapon style (and thus usable by greatsword users as well as staff and spear-wielders). Ranged weapon benefits would include those aspects of it that benefit a longbowman, crossbowman, and slinger.</p><p></p><p>Other than that, the fighter should get to pick from a selection of weapons, those he is particularly good with. There's a couple different ways to cut this up, but I'd suggest:</p><p></p><p></p><p>Axes</p><p>Bows</p><p>Crossbows</p><p>Flails</p><p>Hammers & Picks</p><p>Heavy Blades</p><p>Lances</p><p>Light Blades</p><p>Maces & clubs</p><p>Polearms</p><p>Slings</p><p>Spears</p><p>Staves</p><p></p><p>Now, our intrepid 1st-level fighter can use all of the above. But he should be especially skilled with a few (his favored weapons) and masterful with, say, one. As he goes up in level, his level of competency goes up, but so does his mastery of his preferred weapons. He should also be able to broaden the list of weapons with which he is particularly skilled.</p><p></p><p>This has the benefit of setting individual fighters apart from each other. It also allows the player to make a skilled combatant to his taste. If I, as a player, don't want my fighter to be particularly skilled with ranged combat, I devote none of my weapon or style specialization feats to ranged weapons. But if I want that capability to be one of my areas of specialty, it should be an option. The trick is accepting that while the fighter is a very versatile class, it can't be all things to all people in practice - he has to make choices. </p><p></p><p>If you set this system of weapon use up properly, you might make some of the lower levels of the system accessible to other classes <em>selectively</em> (barbarians, paladins, rangers or rogues might be able to specialize in a single style or two, for example, or pick up greater skill with a couple categories of weapons).</p><p></p><p>But it's important to point out that, at the end of the day - the fighter is the weapon master. A ranger might be the equal to the greatest archer of his level, but unlike his fighter counterpart, he's not also the greatest (or second greatest) swordsman around.</p><p></p><p>Then throw on some truly usable skills and you've got a character class that, while highly flexible, still fills a solid niche in the game world.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5814090, member: 32164"] WotC should watch [I]The Thirteenth Warrior, The Three/Four Musketeers (1973/74), Jason & the Argonauts, King Arthur, The Seven Samurai[/I], one of the Harryhausen [i]Sinbad[/i] pictures, and several other movies where a group of fighters goes adventuring together. Using those as examples, it seems to me that "the fighter" (as an archetype) should be proficient with all weapon styles and types, but particularly skillful or specialized in a couple or a few. The ideal world would be to have fighters start knowing (but not specialized in) all "styles" of combat, including: Single Weapon Weapon and Shield Dual-Weapon Two-handed Weapon Thrown Weapon Ranged Weapon Unarmed Combat Specializing in a particular style should give you the ability to do things that aren't unique to the weapon you choose. For example, weapon and shield style should give you access to various shield maneuvers. Similarly, the ability to strike with both ends of a weapon would be a feature open to anyone specialized in the Two-handed weapon style (and thus usable by greatsword users as well as staff and spear-wielders). Ranged weapon benefits would include those aspects of it that benefit a longbowman, crossbowman, and slinger. Other than that, the fighter should get to pick from a selection of weapons, those he is particularly good with. There's a couple different ways to cut this up, but I'd suggest: Axes Bows Crossbows Flails Hammers & Picks Heavy Blades Lances Light Blades Maces & clubs Polearms Slings Spears Staves Now, our intrepid 1st-level fighter can use all of the above. But he should be especially skilled with a few (his favored weapons) and masterful with, say, one. As he goes up in level, his level of competency goes up, but so does his mastery of his preferred weapons. He should also be able to broaden the list of weapons with which he is particularly skilled. This has the benefit of setting individual fighters apart from each other. It also allows the player to make a skilled combatant to his taste. If I, as a player, don't want my fighter to be particularly skilled with ranged combat, I devote none of my weapon or style specialization feats to ranged weapons. But if I want that capability to be one of my areas of specialty, it should be an option. The trick is accepting that while the fighter is a very versatile class, it can't be all things to all people in practice - he has to make choices. If you set this system of weapon use up properly, you might make some of the lower levels of the system accessible to other classes [I]selectively[/I] (barbarians, paladins, rangers or rogues might be able to specialize in a single style or two, for example, or pick up greater skill with a couple categories of weapons). But it's important to point out that, at the end of the day - the fighter is the weapon master. A ranger might be the equal to the greatest archer of his level, but unlike his fighter counterpart, he's not also the greatest (or second greatest) swordsman around. Then throw on some truly usable skills and you've got a character class that, while highly flexible, still fills a solid niche in the game world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Next Blog - The Fighter
Top