Willie the Duck
Legend
I think the larger point or takeaway (at least for me) is that the base qualities of the fighter like more hit points, extra attacks, being able to leverage attributes to their highest potential, and being able to use all the combat equipment (both magical and mundane) were, by themselves, a huge part of what made an AD&D fighter great. Perhaps a side corollary being that it's easy to miss how valuable or effective it really was.Is there a larger point to draw from this? Maybe ... maybe that the fighter's original versatility ... the fact that it could do all the things that were expressly prohibited to other classes ... was what made it so awesome and was its defining trait ... that this defining trait has been eroded away as express prohibitions have fallen away, making the fighter's core trait (its niche) no longer viable ... maybe that's a point? Maybe. That's for others to decide. All I know is that the 1e Fighter was a fearsome class. If you don't believe me, take it up with Robilar.
We can go into any number of side tangents about how it incentivizes roll-until-statisfied, the design consequences of putting class features on the equipment/loot table (and what happens when DMs/future developers then change things), or how often people actually used 1e initiative (and how that effected spell disruption). But, at the end of the day, a fighter was special because they were the only ones that could throw down against the big creatures in the book with lots of hp and high damage outputs. And that was because they were the only ones likely to be able to have those big numbers in the HP, AC, saves, and damage/round columns.
I kinda disagree on this. Getting a fighter to 18/76+ strength and/or a high Dex or Con (admittedly often with those magic items) was absolutely huge. True about saves -- a fighter (or most classes, really) could ignore int, wis, and cha a lot more readily, and certainly the difference between a 14 and a 3 in tertiary stats rarely made much difference.One of the things that Snarf noted but seems slightly under-acknowledged in these responses (understandably for non-1e folks) is the degree to which early editions use magic items to increase PC power rather then stats (which of course can/are often be increased by items as well). Stats matter in 1E, but not as much as they do in later editions (saving throws for example aren't entirely stat based and there aren't usually stat based skills for example).
Yes, this was part of the design process. There weren't really options for a high defense mage or a high damage cleric. If you wanted to be out there taking attacks and responding in kind, you had to be a fighter (-type). Therefore, being able to do that (with simple AC, HP, attack to-hit/rate/damage) was an actual benefit that felt good to get.A second factor here is the degree that items (or their lack) increases the weaknesses of non-fighter classes. By mid level many monsters do quite large amounts of damage and hit normal ACs (7-4 say) rather often - meaning that only a fighter (or maybe a cleric) in magic armor with a lot of HP can really stand against monster attack for more then a round or two. The survivability of MU's likely goes down compared to threats as they level while Fighters may go up or at least stays the same (of course MUs become far more dangerous offensively) ...
We could quibble about whether they are 'innate,' but I get your point. To make them truly like the 1e model, it might be something like this*:i think people would cry bloody murder if the 5e fighter was redesigned to have half the innate advantages like 1e fighter did
...let's do it.
- add a second weapon chart, with weapons that do more damage. Only fighters (and for some of them, rogues) can use these weapons. 70% of magic weapons found in-game are from this list.
- Do the same for armor, except clerics are the ones that can also use them.
- Have fighters get double-bonus (i.e. a 16 dex gives you a +6) from attributes.
- Fighters are the only type to get the multi-attack ability (no bladesingers, valor bards, bladelocks, etc.).
- Fighters over level 7** get a plus to all saves equal to their tier (or proficiency bonus if we're feeling extra generous).
**I read recently that that's the usual cutoff for how high people end up playing characters, and it was just mentioned in one of these threads that 1e fighters didn't actually get better saves natively (not coming from having the highest + armors, rings, etc.) until levels above where most games ended.
The weapon system for AD&D is absolutely borked (especially if you didn't use weapon vs. AC, which apparently very few of us did). At least when combined with a weapon proficiency system where you have to pick your proficiencies not knowing what magic loot you will run into. Fighters only having a -2 to non-proficient weapons helps a lot here, although if you run into a +2 horseman's flail and fight at it with -2 for 1d4+3, are you really ahead (magic-requiring enemies notwithstanding)?I've always thought "Fighters can use ANY weapon and ANY armor" was overrated because, let's be honest, in most 1E games you'd be wearing the heaviest armor you can afford, and if you're proficient in a sword, a bow (not a crossbow, because 1E/2E crossbows were worthless), and a dagger you're probably set for the entire campaign. Yeah, you might be frustrated if you somehow stumble across a guisarme-voulge +3 and can't use it, but how likely is that to ever happen? I certainly don't remember it ever happening during my 1E days.
The primary advantage for a fighter is that they got to use plate armor, shields, longswords, two-handed swords (more useful if your DM didn't use the DMG rules on what swords were magical), lances, and longbows. The ability to use a suit of +4 scale mail or +3 guisarme-voulge if you stumbled across one was a tertiary benefit at best.
That said, you could use the magic longswords, and the magic plate armor, and there were many of those to be had. More to the point, there were only so many magic daggers, and maces/hammers/slings, and leather armor. So you got the pick of the pile and the rest of the group had at least one category (offense or defense) where they had to vie for what little was offered.
I'm also happy the game has moved away from fighters being Magic Loot: The Class. I look back at the fighters in 1E adventures, dripping with magic armor, magic shields, multiple magic weapons, magic rings, magic helms, magic cloaks, etc., and it just seems kind of silly now. If you have only one or two magic items, they feel a lot more special than if you're coated with magic down to your underwear.
I think you are both right. TSR-era D&D made good use of magic items to customize your character the way that modern D&D uses feats and other build choices (which make massive amounts of magic items superfluous and maybe even detracting). I think both have their place, but can step on each others' toes. 3e (at least 'internet theoretical 3e') certainly ran into that with a 'WBL Christmas tree or magic items, but most of them just rebalancing numbers upwards' potential. More to the point, TSR-era A/D&D worked very well as a treasure-hunter game -- it used and incentivized item acquisition and made acquiring more to get better at acquiring it fun. It has its place and I think it best to recognize where and when it works best.This, to me, is the reason to go back to 1e and 2e. The magic items are the key to customizing your character, they are the way you improve them, and the only way you’re going to find magic items is by adventuring deeper into that dungeon. What will you get? Who knows? You arguably could have to bargain with another player about who’s going to get the Flame Tongue long sword which could go onto basically define your fighter for the rest of the game!
From 3e on, this particular feel in the game gets lost. The magic items are present, but your class abilities and feats start to chip away or sometimes completely eliminate the need for magic items.
Edit: And when i say go back, I’m not suggesting that’s what should be done in a next edition of the game. I’m saying for a completely different feel of the game, going back and playing those versions is worthwhile, as long as you understand why it’s different from 3e, 4e, 5e, etc
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