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I don't want to be a druid/cleric, I want to be a fighter.
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<blockquote data-quote="Greenfield" data-source="post: 6346362" data-attributes="member: 6669384"><p>In our last campaign, one player who hadn't played D&D since 1st Ed (25 years away from the dice) was unhappy withhow poorly fighters seemed to fare at 15th level or so. (His Cleric had a Cohort, an Awakened Bear with fighter levels.)</p><p></p><p>He said that he couldn't see why anyone would run anything but a spell caster.</p><p></p><p>I told him fighter types could be very much over the top in the system, if you tried. I promised him I'd run one in our new campaign.</p><p></p><p>So far I've set off alarms at the table over how powerful the character is, and I've been asked to scale it back a bit. We just hit 2nd level.</p><p></p><p>I think I need to explain/remind them of the difference in the power curves. A fighter's power curve doesn't curve very much as the levels advance. It isn't quite linear, but spell caster powers advance their total capacity geometrically. If a Fighter type is going to stay relevant at level 15, he needs to take off running at level one. </p><p></p><p>Now I'm not sure how this plays into the conversation, but I started with a Ranger, rather than a pure Fighter. Two good Saves and really good Skill base. I prefer versatility in my PCs, so sue me. </p><p></p><p>Going the Fighter route though, he'd be even more over the top. More Feats.</p><p></p><p>It's the carefully planned use of the Feats and Feat combinations that give a Fighter the capacity to stay in the running with the spell casters.</p><p></p><p>My long term plan is Ranger 1/Wizard1/Ranger all the way. Wizard gives me access to items, a few 1st level buffing spells like <em>Shield</em> to cover my AC limits when using a two handed weapon or firing a bow.</p><p></p><p>I considered taking a Familiar, which also gives the character Alertness. But the old "Eyes in the Sky" of a hawk or owl isn't what it used to be. Now it's more of, "What's that Lassie? Timmy fell down the well?" All you get is empathic communication. I suppose I could get a Raven, who can learn to talk, but since I won't be adding any Wiz levels, he'll never advance.</p><p></p><p>Instead I'm Specializing in Transmutation, and taking the Alternate Class Feature option from PHB II, whete the character loses the Familiar and instead gets Abrupt Shift. Once per day per Int modifier, he can gain a Climb, Swim or Fly speed equal to his normal movement rate, for one round. In the case of my Ranger, that's two shifts a day. The change is a Swift Action. (Or is it an Immediate? I'll have to look.)</p><p></p><p>Being able to Fly, and do a flying charge at 2nd level kind of has some of our group freaked. Suddenly rough terrain modifiers don't apply.</p><p></p><p>But like I said, for Fighter types it's go big, early, or go home.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6346362, member: 6669384"] In our last campaign, one player who hadn't played D&D since 1st Ed (25 years away from the dice) was unhappy withhow poorly fighters seemed to fare at 15th level or so. (His Cleric had a Cohort, an Awakened Bear with fighter levels.) He said that he couldn't see why anyone would run anything but a spell caster. I told him fighter types could be very much over the top in the system, if you tried. I promised him I'd run one in our new campaign. So far I've set off alarms at the table over how powerful the character is, and I've been asked to scale it back a bit. We just hit 2nd level. I think I need to explain/remind them of the difference in the power curves. A fighter's power curve doesn't curve very much as the levels advance. It isn't quite linear, but spell caster powers advance their total capacity geometrically. If a Fighter type is going to stay relevant at level 15, he needs to take off running at level one. Now I'm not sure how this plays into the conversation, but I started with a Ranger, rather than a pure Fighter. Two good Saves and really good Skill base. I prefer versatility in my PCs, so sue me. Going the Fighter route though, he'd be even more over the top. More Feats. It's the carefully planned use of the Feats and Feat combinations that give a Fighter the capacity to stay in the running with the spell casters. My long term plan is Ranger 1/Wizard1/Ranger all the way. Wizard gives me access to items, a few 1st level buffing spells like [I]Shield[/I] to cover my AC limits when using a two handed weapon or firing a bow. I considered taking a Familiar, which also gives the character Alertness. But the old "Eyes in the Sky" of a hawk or owl isn't what it used to be. Now it's more of, "What's that Lassie? Timmy fell down the well?" All you get is empathic communication. I suppose I could get a Raven, who can learn to talk, but since I won't be adding any Wiz levels, he'll never advance. Instead I'm Specializing in Transmutation, and taking the Alternate Class Feature option from PHB II, whete the character loses the Familiar and instead gets Abrupt Shift. Once per day per Int modifier, he can gain a Climb, Swim or Fly speed equal to his normal movement rate, for one round. In the case of my Ranger, that's two shifts a day. The change is a Swift Action. (Or is it an Immediate? I'll have to look.) Being able to Fly, and do a flying charge at 2nd level kind of has some of our group freaked. Suddenly rough terrain modifiers don't apply. But like I said, for Fighter types it's go big, early, or go home. [/QUOTE]
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I don't want to be a druid/cleric, I want to be a fighter.
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