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General Tabletop Discussion
*TTRPGs General
High Level Feats (especially) for Fighters
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<blockquote data-quote="Roman" data-source="post: 1898261" data-attributes="member: 1845"><p>Particle_Man, true... the weapon specialization, weapon focus and save improving feat chains could be given more same-sized steps, but would that make a significant difference to high level fighters? It might, but I am not certain. </p><p></p><p>Brother MacLaren, I think yours is a wonderful idea. Adding relevant special abilities for fighters on every prime number level above 10 would also make the fighter class more flavourful and I must admit that the ideas you present are ppropriate to the class and are also interesting/creative which is something that a fighter at higher levels definitely needs. </p><p></p><p>Ruemere & edhel - I am not sure about a fighter being able to overcome his weaknesses so much - I think it is better to build on his strengths. It is true that a single save or die wizard spell (or a monstrous spell-like ability) can kill a high level (say above 10) fighter, but then again a single full attack by a fighter (or a melee monster) can kill a high level wizard or sorcerer... hence the fighter needs to physically protect the wizard and the wizard should protect the fighter with protection magic... team play. Perhaps you are right that there should be ways to reduce these vulnerabilities - but not too much. As to giving fighters magical abilities, I would be very loath to do that - I call it magic inflation - but interesting non-magical interesting combat-related abilities are another matter. </p><p></p><p>Li Shenron & Arcane Runes Press, it is my fault that I have combined two separate issues here - power level of high level fighters and how interesting they are to play. That said, I do think you hit the nail in the head when you said that every class gets feats, so fighters lack uniqueness in that they get (almost) nothing that other classess cannot get too, the only exceptions being Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, which accounts why they might not be as interesting to play at higher levels. And if the feats approach to making high level fighters both more interesting and less 'underpowered' is taken than there is indeed the issue of other classess being able to get those abilities too. How did you solve this (Arcane Runes Press)? Do the 'high level' feats simply have many prerequisites or are they truly fighter only? Which is the better design approach to take? I would think that a balance would be desirable.</p></blockquote><p></p>
[QUOTE="Roman, post: 1898261, member: 1845"] Particle_Man, true... the weapon specialization, weapon focus and save improving feat chains could be given more same-sized steps, but would that make a significant difference to high level fighters? It might, but I am not certain. Brother MacLaren, I think yours is a wonderful idea. Adding relevant special abilities for fighters on every prime number level above 10 would also make the fighter class more flavourful and I must admit that the ideas you present are ppropriate to the class and are also interesting/creative which is something that a fighter at higher levels definitely needs. Ruemere & edhel - I am not sure about a fighter being able to overcome his weaknesses so much - I think it is better to build on his strengths. It is true that a single save or die wizard spell (or a monstrous spell-like ability) can kill a high level (say above 10) fighter, but then again a single full attack by a fighter (or a melee monster) can kill a high level wizard or sorcerer... hence the fighter needs to physically protect the wizard and the wizard should protect the fighter with protection magic... team play. Perhaps you are right that there should be ways to reduce these vulnerabilities - but not too much. As to giving fighters magical abilities, I would be very loath to do that - I call it magic inflation - but interesting non-magical interesting combat-related abilities are another matter. Li Shenron & Arcane Runes Press, it is my fault that I have combined two separate issues here - power level of high level fighters and how interesting they are to play. That said, I do think you hit the nail in the head when you said that every class gets feats, so fighters lack uniqueness in that they get (almost) nothing that other classess cannot get too, the only exceptions being Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, which accounts why they might not be as interesting to play at higher levels. And if the feats approach to making high level fighters both more interesting and less 'underpowered' is taken than there is indeed the issue of other classess being able to get those abilities too. How did you solve this (Arcane Runes Press)? Do the 'high level' feats simply have many prerequisites or are they truly fighter only? Which is the better design approach to take? I would think that a balance would be desirable. [/QUOTE]
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