Fighter Idea

InVinoVeritas

Adventurer
Maybe someone else has done this already, but I was just thinking about how the fighter gets so little every other level, that it kind of pushes the fighter to stop advancing as a fighter to get new abilities. Here's an idea to tweak the fighter... thoughts?

* Remove the Weapon Specialization feats from the game.

* A fighter gets a new fighter feat every odd level.

* Every even level, a fighter gets a "specialization."

Specialization (Ex): Every even level, a fighter chooses a weapon he is proficient with. The fighter gains +1 damage whenever he attacks with the weapon. A fighter can choose the same weapon with additional specializations, and the effects stack.
 

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Sounds like a way to change the flavours that Fighters come in (previously: 1, 2 or 4). I'm not sure what the new flavours would be. 1, certainly. 3, maybe. Actually, 3 might be the new 4 with those rules.

Another approach would be to introduce high level feats and/or abilities that are exclusive to the Fighter. There'd be the whole variety of flavours fom 1 to 20 then. :)
 

I have said it in other threads, but I do not think that the fighter needs more feats or feat equivalent abilities thrown at him, although improved feat choices, especially at the higher levels is surely needed (and through PHB2 very appreciated).

The fighter needs stuff to help them develop a 'role' or background more effectively. I play around with granting bonus skill points on the 'odd' levels that are granted to very narrow sets of skills based on the character's background or general concept. It is a very organic process to determine which skills to grant (and with the direct cooperation of the player). Four points is the general rule.

For instance:
A Knightly character (not the class) might get bonus skill points that can be applied to Knowledge Nobility, Riding, and Knowledge History (military aspect).

A Mongul type character might get the same for Survival, Knowledge Geography, and Riding.

A thug street type character might get Knowledge Local, Gather Info, or another 'roguish' skill based on the character concept as developed jointly with the player.

A lot of flexibility here, and helps the player develop the role/concept without yet another basic combat bonus slapped on the character .
 

It's a nice simple change. But why not just add in specialization at every odd level rather than jostle things about like you do?
 

airwalkrr said:
It's a nice simple change. But why not just add in specialization at every odd level rather than jostle things about like you do?

Power balancing. If I just add the specialization onto the fighter directly, then the fighter gains a significant boost--extra damage without spending feats. I figured that the +1 damage was good, but not quite as good as a feat. So, pushing back the feat gains would make up for the extra power.
 


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