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Fixing the Fighter
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<blockquote data-quote="Remathilis" data-source="post: 6067778" data-attributes="member: 7635"><p>Not sure what you mean by "fiat".</p><p></p><p>A fighter pulls out his sword and attacks the corrupt barkeep. He's imposed his will on the situation (namely, he's done with negotiations). Its not much different than a wizard using charm person or a rogue using Intimidate, except for the mechanical means of doing so (attack roll, saving throw, skill check) and the end result (a cowering, charmed, or dead barkeep). </p><p></p><p>Now, if your talking that the fighter should have some automatic (or near automatic) way of making the barkeep his friend, we're going to differ a bit. There doesn't need to be a "charm person" ability for fighters. In the above example, the fighter could use skills (not so much in 3.5, but by Next a charisma opposed roll is not out of the realm of possible) just as the rogue can. I also have no problem with 1/day abilities that augment combat or skill use (such as Ace in the Hole, or some auto-crit attack for fighters). I'm also a big proponent of Action Points and the ability to influence the game at a fate/luck/plot level. I draw the line at maneuvers that are specific in their nature (such as King's Castle, which is a viable trick that should have a chance of working more than automatically once per day) or that border on absurd or magical ability (Come and Get It and its ability to summon anything from kobolds to demigods over for a good thwacking).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6067778, member: 7635"] Not sure what you mean by "fiat". A fighter pulls out his sword and attacks the corrupt barkeep. He's imposed his will on the situation (namely, he's done with negotiations). Its not much different than a wizard using charm person or a rogue using Intimidate, except for the mechanical means of doing so (attack roll, saving throw, skill check) and the end result (a cowering, charmed, or dead barkeep). Now, if your talking that the fighter should have some automatic (or near automatic) way of making the barkeep his friend, we're going to differ a bit. There doesn't need to be a "charm person" ability for fighters. In the above example, the fighter could use skills (not so much in 3.5, but by Next a charisma opposed roll is not out of the realm of possible) just as the rogue can. I also have no problem with 1/day abilities that augment combat or skill use (such as Ace in the Hole, or some auto-crit attack for fighters). I'm also a big proponent of Action Points and the ability to influence the game at a fate/luck/plot level. I draw the line at maneuvers that are specific in their nature (such as King's Castle, which is a viable trick that should have a chance of working more than automatically once per day) or that border on absurd or magical ability (Come and Get It and its ability to summon anything from kobolds to demigods over for a good thwacking). [/QUOTE]
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