Fighter Essentials

True, but isn't the general rule that if a chart conflicts with text, go by the text?

Wasn't the guideline for discrepancies like that text before table?

As far as the contents of the article, I was pleased to see the Rapier/Parrying Dagger based paragon path. I'd been thinking of trying to make a character like that without using a Rogue, so that was perfect timing.
You're both right -- but this is a preview, not a finished product, and I'm leaping to the conclusion that they're going to pick one or the other.

Mistakes in previews have happened before. Free final-pass editing is probably half the reason why they do these previews in the first place.

Cheers, -- N
 

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You're both right -- but this is a preview, not a finished product, and I'm leaping to the conclusion that they're going to pick one or the other.

Mistakes in previews have happened before. Free final-pass editing is probably half the reason why they do these previews in the first place.

Cheers, -- N

It isn't a preview. The article is from the Class Acts series. That being said, changes are still made at times from the single article to the compiled issue of Dragon so we'll still have to wait and see what it ends up being.
 

It isn't a preview. The article is from the Class Acts series. That being said, changes are still made at times from the single article to the compiled issue of Dragon so we'll still have to wait and see what it ends up being.
Yes, that's what I meant by "preview". It's an version released before the article's final form.

Much like last month's Rangers article, which saw some rather significant changes, if you'll recall.

-- N
 

Yes, that's what I meant by "preview". It's an version released before the article's final form.

Much like last month's Rangers article, which saw some rather significant changes, if you'll recall.

-- N

I see what you are saying now. And last month's article debacle isn't in the same ballpark, at least to me. That apparently had glaring rules violations in the original version. This is merely clarification. Regardless, we'll just have to wait and see what ends up in the compiled issue.
 
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A few thoughts:

1. Small Warrior's Defense is pretty awesome. I like the idea of a halfling or gnome 2H weapon fighter that does not do as much damage as his larger counterparts, but is harder to hit. Though perhaps a +1 bonus is more reasonable.

2. With Agile Superiority, Blade Opportunist, and Heavy Blade Opportunity, heavy blade fighters are pretty awesome at control -- though still a notch behind polearm wielders. But is Agile Superiority a bit too good? I am undecided.

3. I am a bit surprised by Stout Shield, as it is a heroic feat that grants the same benefit as the 16th level paragon path feature of the Shield Adept.

4. For fighters not focusing on flails or blades, Wary Fighter seems pretty good.

5. The level 19 and 29 dailies, Adaptable Maneuver and Enemy Undone, are good models for how multiple attack powers should work. Add extra [W] on additional hits (instead of separate [W] + modifier per hit), plus some riders as you hit a certain threshold of hits.
 


A lot of those feats are geared towards OAs.

In the games I play, characters don't make a lot of OAs. Is this different in other games?
 

I have lots of OA's occurring in my own game. I make my group work for their fights - I have no issues with my monsters charging softer targets who are doing way too much damage or causing too many problems. :)

And if the Fighter gets to do a quick OA, so much the better!

-O
 

A lot of those feats are geared towards OAs.

In the games I play, characters don't make a lot of OAs. Is this different in other games?

It depends on party. In my group, one character is a Spiked Chain fighter who has the stance that gives him Threatening Reach for an encounter, and obviously gets a ton of OAs while that is up. But even outside of that (which is a pretty specific build), enemies definitely often have encouragement to try and get away from one character and go after another - whether it is being marked by a distinct Swordmage, or seeing a healer that is great at keeping everyone else untouched, or just going after the more fragile targets in back. My group also tosses around a decent number of 'daze' effects, which can limit monster's options enough that sometimes they have to provoke if they want to accomplish anything on their turn.

But I've also seen plenty of groups where it absolutely never comes up. I see it relatively rarely in RPGA play (in part because, while characters can be effective, the players aren't always used to working as a specific group.)

For a fighter, I think feats that make their OAs more likely to hit can be quite good (because of how effective their OAs are when they land), but ones that just add damage aren't as big a deal, unless you know you'll be making them often. But there are plenty of other feats out there only good for a few specific builds, so it doesn't make these terrible if they fall into the same place, in the end.
 

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