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<blockquote data-quote="Kerrick" data-source="post: 5016810" data-attributes="member: 4722"><p>Not if you give the player a choice of abilities. That's the whole reason I went with varying paths. The monk, for example, has five different fighting styles, and several abilities in each. No two monks will be the same.</p><p></p><p></p><p>And my version can't because...?</p><p></p><p></p><p>They still get their normal bonus feats at every other level; all I did was add combat styles and bonus weapon feats. I don't get your complaint about reduced flexibility, though - they're <em>gaining</em> power and customization. For example: in 3.5, I can make a fast fighter/duelist by choosing Dodge, Mobility, etc., putting him in light armor, and giving him a rapier. Whoopee - I could do the same thing with a rogue, AND gain stuff like sneak attack. In PP, the same fighter can choose Cat Style, gain some weapon feats with that rapier, and become a master fencer/acrobat. Tell me how that's not better.</p><p></p><p></p><p>You could reduce just about any class ability to a feat. What's your point?</p><p></p><p></p><p>That's what the weapon feats are for, in part.</p><p></p><p></p><p>You apparently didn't read it well enough, then, because I see it as "do more cool stuff in melee combat, besides hit things." <em>That's</em> what fighters are lacking.</p><p></p><p></p><p>Umm... fighters fight. That's their schtick. They hit things. Sure, they could use a little variety in that archetype, but when you get right down to it, that's what they do. You should be able to define every single class (even PrCs) in a short sentence. Hell, base classes could probably be defined in five words or less. If you can't, you did something wrong.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5016810, member: 4722"] Not if you give the player a choice of abilities. That's the whole reason I went with varying paths. The monk, for example, has five different fighting styles, and several abilities in each. No two monks will be the same. And my version can't because...? They still get their normal bonus feats at every other level; all I did was add combat styles and bonus weapon feats. I don't get your complaint about reduced flexibility, though - they're [I]gaining[/I] power and customization. For example: in 3.5, I can make a fast fighter/duelist by choosing Dodge, Mobility, etc., putting him in light armor, and giving him a rapier. Whoopee - I could do the same thing with a rogue, AND gain stuff like sneak attack. In PP, the same fighter can choose Cat Style, gain some weapon feats with that rapier, and become a master fencer/acrobat. Tell me how that's not better. You could reduce just about any class ability to a feat. What's your point? That's what the weapon feats are for, in part. You apparently didn't read it well enough, then, because I see it as "do more cool stuff in melee combat, besides hit things." [I]That's[/I] what fighters are lacking. Umm... fighters fight. That's their schtick. They hit things. Sure, they could use a little variety in that archetype, but when you get right down to it, that's what they do. You should be able to define every single class (even PrCs) in a short sentence. Hell, base classes could probably be defined in five words or less. If you can't, you did something wrong. [/QUOTE]
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