I have to go with ByronD on this one: Beowulf held his breath for an epic length of time. Nothing in the story says he was a water-breather.
So your basic proposal is to disregard the story in favour of something that fits what you want to believe. Well, that's a perfectly defensible position.
So your basic proposal is to disregard the story in favour of something that fits what you want to believe. Well, that's a perfectly defensible position.
No, it really hasn't been. And the fact that you continue to talk in terms of warriors "winning" or wizards "winning" is just evidence that you still don't get it.
Ah, but this is one of those rare occasions when we can benchmark a historical figure's hit points. With Con 16, he would have about 81 hit points. Five pistols shots at 2d6 and twenty saber cuts at 1d6+1 averages about 125 hit points, so if anything, I've lowballed him.
Plus, level 9 is when he can take Leadership.
None of them are forced. I'm simply building to concept.
A rogue or barbarian would simply have five less feats.
This is simply a compromise between combat and skills to eak out some specific skill bonuses. In the end, he's still a fighter.
This version is still at least two feats ahead,
Like a guy who can wield a cutlass effectively, shot a pistol at close range without picking off his own guys, and quick draw one of his bracers of pistols.
Weapons of Legacy also misuses Knowledge as a research skill without stating any changes to the rules, such that as written, there are no retries for unlocking legacies!
Anyway. Time for a summary. IMO, in 3e, Blackbeard is probably a fighter,
even though 3e steals about 20 or so skill ranks from him to which he would be otherwise entitled.
But that's okay, because piracy really isn't about being a skill-monkey.
Pathfinder basically gives those ranks back to a great extent.
Previous versions of D&D had no problem at all with Fighter pirates.
Depending on concept, rogues and/or barbarians may also be good pirates.
(emphasis mine)Depending on concept, 3.X rogues and barbarians are almost invariably better pirates. So are rangers. So, for that matter, are bards.
Player's Handbook said:Some classes already give you plenty of room to customize your character. With your DM's approval, however, you can change some of your character's class features. For example, if you want a fighter who used to work for the thieves' guild as an enforcer who is now trying to become a legitimate bodyguard, he could be proficient only with the weapons and armor available to rogues, have 4 skill points per level instead of 2, and access to Bluff and Sense Motive as class skills. Otherwise, he would be a regular fighter.
Profession (Wis; Trained Only)
Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
Check
You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
Action
Not applicable. A single check generally represents a week of work.
Try Again
Varies. An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
Untrained
Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.
Player's Handbook, 3.5
Profession (Wis; Trained Only)
You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. For example, sailor knows how to tie several basic knots, how to tend and repair sails, and how to stand a deck at sea. The DM sets DCs for specialized tasks.
And as I demonstrated if you want to do this, fighter is the wrong class. A Barbarian has effectively twenty eight more hit points at the same level (ten from the d12 and a further 18 from raging). He's better with his cutlass and as good with his pistol. He's just slightly easier to hit in melee.
And I've never used firearms in D&D. Where do you get 2d6 from? Because that seems high to me for pistols on the high seas. I'd go for 1d6.
Finally, and this is a statistical oddity, if there's time to prepare and recover the Level 9 bard is at least as good at taking a pounding as the fighter assuming equivalent armour.
You mean level 6.
The problem with claiming this is that you are not building to a character concept. You are building to a character and metagame concept. The only reason Blackbeard even wants to be a fighter is because that is the metagame concept you have decided to shoe-horn him into.
And you spent three of those feats on shoring up the fighter's skills in a way the other classes wouldn't need. And two on weapon focus and weapon specialisation - which other classes have abilities that counterbalance. If you think that rage is more than a match for focus + specialisation (I do) then the fighter has effectively no bonus feats over the barbarian. Zip. Nada. Bupkiss.
The names of those two feats? Weapon Focus and Weapon Specialisation. In exchange the barbarian has a higher level of damage per round (but requires more healing) from raging. Two feats which in practice still leave him behind.
Why? Your only answer here appears to be "Because I say so and because that's what a fighter ought to be." ...A good reason he isn't. ...
It's a lot more about being a skill monkey than it is about being a combat specialist. Running down unarmed merchant ships. Running away from armed naval ships. Knowing the shipping patterns, the waterways, and what good targets look like. If a pirate ship is ever involved in a fair fight it means they'veed up (or gained a dose of idealism). This is all rogue and skill monkey stuff not fighter stuff.
It gives them Profession, Survival, and much less of a penalty for cross classing skills. Oh, and actually makes them more competent with weapons and armour. We're starting to get somewhere.
Depending on concept, 3.X rogues and barbarians are almost invariably better pirates. So are rangers. So, for that matter, are bards.
3E should also be played within the confines of its paradigm. 3E is about heroic adventurers who can use skills to dabble in side-venture professions. Yet they are adventurers first and foremost. If you want to be a true 24/7 pirate, then an NPC expert is the way to go.
And one 3E paradigm is that PCs are first and foremost adventurers, not professional 24/7 pirates.
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To take an extreme example, it's like saying that wizards and warriors are not balanced, because fighters don't have enough skill points for basket weaving.
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The question is about balance issues between *adventuring* wizards vs *adventuring* warriors".
I tend to feel that when I can't easily make a noble wizard or a pirate PC, the game is starting to fail as a game of generic fantasy adventuring. These aren't really alternatives to being an adventurer. They're certainly not in the same boat as basket-weaving.It's simply an accident of the 3e skills system that his particular background is more fiddly than most. It's no different than trying to make a Wizard from a noble background, if you would like to give him Diplomacy.
I tend to agree with this. 3E has tried to follow games like Runequest or Rolemaster or Traveller or HERO in its character build mechanics - the character's mechanical specification is meant to be a total picture of the character's aptitudes and competencies - but has not really provided adequate resources on the player side (hence the monomaniacal fighter) nor on the GM side (not enough support for fully integrating these sorts of "total characters" into gameplay - and hence frequent complaints like, for example, having to trade off combat optimality for roleplaying richness).I don't feel disempowered by not always being able to spam my best moves. I do feel disempowered by being baseline incompetent. 1e did not have this problem.
A further complication is that 3E doesn't provide any obvious mechanical route, in its encounter design guidelines, XP rules etc for making some of these skill-oriented issues a core part of the game.