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Does D&D need a fighter class?
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<blockquote data-quote="n00bdragon" data-source="post: 6266374" data-attributes="member: 6689371"><p>Why would a game support a character class without any defining features or skills? Without faith, culture, or particular skill, you're just the guy who refused to take a class. The fighter becomes the class for people who didn't want a class.</p><p></p><p>There should be a class for people who want to play a hard hitting meat head, but the fighter isn't even that. To design such a class you can't start with "how can we make a generic guy who can be shoe horned into a thousand different roles." You need to start with "how can we make a hard hitting meat head". Call him the clobberer or something. Same goes for the pirate or the sell-sword. These can be classes all on their own without overlapping features or reducing them to feats. Even better you can now package classes with appropriate settings, so a high seas campaign can have classes like pirate or castaway or swashbuckler or whatever while a high fantasy campaign could have your typical shonen protagonist next to the wizard and the cleric while a low fantasy campaign could be populated entirely with sell swords and highwaymen with nary a wizard in sight.</p><p></p><p>The fighter is a square peg in a game that has adapted and morphed over the years to be a game of round holes. The longer you force it simply because it's a sacred cow, the worse and worse it's going to fit.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6266374, member: 6689371"] Why would a game support a character class without any defining features or skills? Without faith, culture, or particular skill, you're just the guy who refused to take a class. The fighter becomes the class for people who didn't want a class. There should be a class for people who want to play a hard hitting meat head, but the fighter isn't even that. To design such a class you can't start with "how can we make a generic guy who can be shoe horned into a thousand different roles." You need to start with "how can we make a hard hitting meat head". Call him the clobberer or something. Same goes for the pirate or the sell-sword. These can be classes all on their own without overlapping features or reducing them to feats. Even better you can now package classes with appropriate settings, so a high seas campaign can have classes like pirate or castaway or swashbuckler or whatever while a high fantasy campaign could have your typical shonen protagonist next to the wizard and the cleric while a low fantasy campaign could be populated entirely with sell swords and highwaymen with nary a wizard in sight. The fighter is a square peg in a game that has adapted and morphed over the years to be a game of round holes. The longer you force it simply because it's a sacred cow, the worse and worse it's going to fit. [/QUOTE]
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Does D&D need a fighter class?
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