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Evolution of the Fighter
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<blockquote data-quote="pawsplay" data-source="post: 4543209" data-attributes="member: 15538"><p>Diplomacy DCs are flat. A fighter can have a fair chance at beating a DC 15 check. As for Survival... the DC for anything that isn't itself trained in Survival is also flat. Foraging is also a flat DC. </p><p></p><p></p><p></p><p>And the solution to any non-fighter problem is to take some levels in fighter. Never made a psychic warrior or a warblade with 2 or 4 levels of fighter? Multiclassing is not mandatory, but it's just as good an option for a fighter as anyone else, and one thing to observe is they pay a cheaper price, since few of their abilities scale to fighter level. </p><p></p><p></p><p></p><p>It will suffice nicely. You would never spend as much on your backup weapon as your primary, but you will need to do something. A warblade also needs a ranged weapon, and they will not be as good with it as a fighter is.</p><p></p><p></p><p></p><p>Sometimes the best option is to lose that game more slowly than your wizard would.... It's just as true for warblades, I think.</p><p></p><p></p><p></p><p>I think that's common, but far from universal. I usually see chain shirt, then mithril chain mail. I've also seen some pretty unusual fighters.</p><p></p><p></p><p></p><p>After all, that's what friends are for. Where would the Wizard be if a mind flayer grappled him and the fighter wasn't around? </p><p></p><p></p><p></p><p>Reaching a good Will save is not the goal, any more than it's a wizard's goal to approximate a full BAB.</p><p></p><p></p><p></p><p>Not very big on the rogue, eh?</p><p></p><p></p><p></p><p>The bow will be weaker, but not weak. And there is no reason for a fighter to have a glaring weakness in any area of combat unless you make that personal choice. </p><p></p><p></p><p></p><p>In this regard, I will have to say you are simply, demonstrably wrong. Many builds come into their own well before 10th level. </p><p></p><p></p><p></p><p>Virtually every character is going to resort to some favored tactic in most situations. That's especially true of Warblades, who have only a certain suite of maneuvers to choose from in the first place. That doesn't mean variety isn't valuable; vareity is what you need in the <em>unexpected</em> scenario. In the usual scenario, you want a good, flexible plan with depth. </p><p></p><p>Being a "trip monkey" is not such a great tactic. The spiked chain wielder is not going to be happy when they meet a dwarf monk or a collosal frog. But being a maneuver person is fine, with tripping being one of several options for dealing with a situation. </p><p></p><p>It's really nice to be able to whip out a longbow and some flaming arrows when you meet a flying white dragon. You may not be a great archer, but you're a better one than someone who never planned for that possibility at all. In my experience, having nothing interesting to do usually reflects a lack of advance planning.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4543209, member: 15538"] Diplomacy DCs are flat. A fighter can have a fair chance at beating a DC 15 check. As for Survival... the DC for anything that isn't itself trained in Survival is also flat. Foraging is also a flat DC. And the solution to any non-fighter problem is to take some levels in fighter. Never made a psychic warrior or a warblade with 2 or 4 levels of fighter? Multiclassing is not mandatory, but it's just as good an option for a fighter as anyone else, and one thing to observe is they pay a cheaper price, since few of their abilities scale to fighter level. It will suffice nicely. You would never spend as much on your backup weapon as your primary, but you will need to do something. A warblade also needs a ranged weapon, and they will not be as good with it as a fighter is. Sometimes the best option is to lose that game more slowly than your wizard would.... It's just as true for warblades, I think. I think that's common, but far from universal. I usually see chain shirt, then mithril chain mail. I've also seen some pretty unusual fighters. After all, that's what friends are for. Where would the Wizard be if a mind flayer grappled him and the fighter wasn't around? Reaching a good Will save is not the goal, any more than it's a wizard's goal to approximate a full BAB. Not very big on the rogue, eh? The bow will be weaker, but not weak. And there is no reason for a fighter to have a glaring weakness in any area of combat unless you make that personal choice. In this regard, I will have to say you are simply, demonstrably wrong. Many builds come into their own well before 10th level. Virtually every character is going to resort to some favored tactic in most situations. That's especially true of Warblades, who have only a certain suite of maneuvers to choose from in the first place. That doesn't mean variety isn't valuable; vareity is what you need in the [i]unexpected[/i] scenario. In the usual scenario, you want a good, flexible plan with depth. Being a "trip monkey" is not such a great tactic. The spiked chain wielder is not going to be happy when they meet a dwarf monk or a collosal frog. But being a maneuver person is fine, with tripping being one of several options for dealing with a situation. It's really nice to be able to whip out a longbow and some flaming arrows when you meet a flying white dragon. You may not be a great archer, but you're a better one than someone who never planned for that possibility at all. In my experience, having nothing interesting to do usually reflects a lack of advance planning. [/QUOTE]
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