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General Tabletop Discussion
*Pathfinder & Starfinder
Giving the Fighter a Unique Identity
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<blockquote data-quote="matthulhu" data-source="post: 5925982" data-attributes="member: 97783"><p>I can't agree with fighters needing anything special, anything identifying, or ... Anything besides a weapon, some armor, and a big hit die. Well, and good to-hit bonuses. </p><p></p><p>As someone who plays fighters almost exclusively, I've never felt they needed much; less is more, as usual. Fighters get away with being the "widest" class, by not really being tied to more than, uh, fighting. They don't necessarily presume much, besides a degree of experience doing exactly what their name implies. I can accept themes and backgrounds, without feeling they are necessary, but to give fighters moves/powers/exploits... I don't see an advantage. In fact, I know I'm not the only person who picks fighters because I don't have to pick spells, Gods, etc. Just give me the equipment list and get out of my hair!</p><p></p><p>"Boring" old fighters are right up my alley. A fighter who just rolls a die each turn means a quick combat. If narration and dishing out damage don't make the nut, perhaps a fighter just isn't for you- which is fine! We have other classes with other things to do/be. A quick combat means we can get back to seeking gold and glory. Neat. Tidy. Perfect. Ah...</p><p></p><p>The playtest fighter works for me. He's a bit beefier than I'd like right out of the gate, if anything, but then Mearls has said in more than one interview that HPs and damage are inflated in the playtest and are expected to come down as the mechanics are sorted out.</p></blockquote><p></p>
[QUOTE="matthulhu, post: 5925982, member: 97783"] I can't agree with fighters needing anything special, anything identifying, or ... Anything besides a weapon, some armor, and a big hit die. Well, and good to-hit bonuses. As someone who plays fighters almost exclusively, I've never felt they needed much; less is more, as usual. Fighters get away with being the "widest" class, by not really being tied to more than, uh, fighting. They don't necessarily presume much, besides a degree of experience doing exactly what their name implies. I can accept themes and backgrounds, without feeling they are necessary, but to give fighters moves/powers/exploits... I don't see an advantage. In fact, I know I'm not the only person who picks fighters because I don't have to pick spells, Gods, etc. Just give me the equipment list and get out of my hair! "Boring" old fighters are right up my alley. A fighter who just rolls a die each turn means a quick combat. If narration and dishing out damage don't make the nut, perhaps a fighter just isn't for you- which is fine! We have other classes with other things to do/be. A quick combat means we can get back to seeking gold and glory. Neat. Tidy. Perfect. Ah... The playtest fighter works for me. He's a bit beefier than I'd like right out of the gate, if anything, but then Mearls has said in more than one interview that HPs and damage are inflated in the playtest and are expected to come down as the mechanics are sorted out. [/QUOTE]
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Giving the Fighter a Unique Identity
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