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How I Would Fix 3.5/Pathfinder
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<blockquote data-quote="Celebrim" data-source="post: 6216947" data-attributes="member: 4937"><p>Yes, that does clarify a bit. I retain the focus->specialization chain, but I offer a new feat Weapon Mastery that expands all existing feats that cover weapon a weapon in a selected list to two additional related weapons. In addition to other feats, fighters get Weapon Mastery for free every few levels. Additionally, fighters get more bonus feats compared to stock 3.X (1,2,4,5,7,8...plus additional feats at 18,19,20 beyond the normal progression). </p><p></p><p>I will say you continue to be obsessed with the ability of fighter's to do damage - which isn't there problem in stock 3.X at all. </p><p></p><p>The basic problems of Fighters:</p><p></p><p>a) Insufficient out of combat problem solving capability</p><p>b) Insufficient effective build variations - ei, not enough out of the box support for smart, cunning, charismatic, or even tough fighters.</p><p>c) Skills are too conservatively defined relative to spells. They neither are as effective nor do they scale as well. Feats have a similar problem. There seems to be little understanding in the design that a combat feat that can't be obtained till 12th level is equivalent in power to gaining access to a 6th level spell, or that high level martial characters need that sort of thing. In the fighter's case, no skills that represent iconic fighter skillfulness (which gets silo'ed out to 'Marshall'/'Warlord' type class abilities).</p><p>d) Too many spells or creature abilities have no effective counter other than magic, making fighters dependent on either spellcasters or gear or both, whereas spellcasters can usually be self-sufficient. </p><p>e) Power increases more or less linearly with level. Whereas, spell casters get more powerful spells, more spells, and existing spells increase in ability. Most attempts to fix this focus on the wrong things and fail to understand the math, like having Weapon Focus hit +2 or +3 bonuses at higher levels. In fact, the +1 bonus to hit actually scales well already. The real problems are things like DR, save or suck and generally limited ability to influence the action economy, no way to remove debuffs, force effects that are immune to damage, little way to perform action at a distance, movement that doesn't scale (compare teleport for an extreme example), etc.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6216947, member: 4937"] Yes, that does clarify a bit. I retain the focus->specialization chain, but I offer a new feat Weapon Mastery that expands all existing feats that cover weapon a weapon in a selected list to two additional related weapons. In addition to other feats, fighters get Weapon Mastery for free every few levels. Additionally, fighters get more bonus feats compared to stock 3.X (1,2,4,5,7,8...plus additional feats at 18,19,20 beyond the normal progression). I will say you continue to be obsessed with the ability of fighter's to do damage - which isn't there problem in stock 3.X at all. The basic problems of Fighters: a) Insufficient out of combat problem solving capability b) Insufficient effective build variations - ei, not enough out of the box support for smart, cunning, charismatic, or even tough fighters. c) Skills are too conservatively defined relative to spells. They neither are as effective nor do they scale as well. Feats have a similar problem. There seems to be little understanding in the design that a combat feat that can't be obtained till 12th level is equivalent in power to gaining access to a 6th level spell, or that high level martial characters need that sort of thing. In the fighter's case, no skills that represent iconic fighter skillfulness (which gets silo'ed out to 'Marshall'/'Warlord' type class abilities). d) Too many spells or creature abilities have no effective counter other than magic, making fighters dependent on either spellcasters or gear or both, whereas spellcasters can usually be self-sufficient. e) Power increases more or less linearly with level. Whereas, spell casters get more powerful spells, more spells, and existing spells increase in ability. Most attempts to fix this focus on the wrong things and fail to understand the math, like having Weapon Focus hit +2 or +3 bonuses at higher levels. In fact, the +1 bonus to hit actually scales well already. The real problems are things like DR, save or suck and generally limited ability to influence the action economy, no way to remove debuffs, force effects that are immune to damage, little way to perform action at a distance, movement that doesn't scale (compare teleport for an extreme example), etc. [/QUOTE]
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