Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Lets define Today's Fighter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5962844" data-attributes="member: 1165"><p>Unfortunately, many of those fighters weren't part of adventuring parties. Even in D&D fiction, the PCs rarely function as adventurers. There's usually one or two main characters, and the rest (especially magic-users and healers) are just "hangers-on". (The opposite occurs when the main character is a caster. That's why Elminster is such as munchkin in print; he can't be squishy or ever prepare the wrong spells, as his only backup is ... Mystra.)</p><p></p><p>This gets worse with even older fiction. How many of those Ancient Greek heroes were A) not fighters and B) not demigods?</p><p></p><p>And I will pronounce a deep sigh for attempting to make classes that replicate specific characters, fighters or not. That ruined a bunch of classes like the ranger.</p><p></p><p></p><p></p><p>The old games didn't necessarily promote teamwork. I don't mean in terms of how you played (thieves scouted, for instance), but the rules didn't promote teamwork. 3.x was the first edition I saw with rules for things like flanking. I don't believe aid another existed before that either. You ended up with a situation where the rogue could "backstab" far more often than before... but he needed help doing so.</p><p></p><p>As a result, the whole party had to be able to take part in combat, which is generally the most time-consuming part of the game.</p><p></p><p>Many classes, including the fighter, were given too many roles early on. It was worse with spellcasters, but it generally affected every class except the rogue.</p><p></p><p>Fighters were supposed to do the most damage, have the most hit points, have the best AC and in short do everything that didn't involve magic.</p><p></p><p>Wizards have such a wide variety of spells - anything from nearly unstoppable defenses to DM-dependent illusions, massive damage spells and a variety of insta-debuff/kill spells...</p><p></p><p>Clerics were only in the game to heal and "off-tank". Naturally they were given spells that didn't fulfill any of those roles. 3.x only made things worse by giving them the ability to buff-n-bash. (I like how most 4e cleric powers have a built in one-turn buff. Really puts the "lead" in leader. Even if you hate healing, clerics can still be fun to play.)</p><p></p><p>Thieves had the most limited role pre 3.x. You could use a few skills (which helped the whole party but <strong>not</strong> that much in combat) -- unclear stealth rules made things worse, find and disarm traps and, if you were lucky, once combat started you could backstab once. Unsurprisingly WotC gave rogues a new combat role in 3.x, so they could be useful once the fighting started. (Unfortunately, due to clumsiness in Stealth rules, it's not really possible to make a rogue who hides well in combat without magic or a prestige class in 3.x.) Of course, this resulted in a rogue who could out-damage a fighter, seeming to stray into fighter territory.</p><p></p><p>Finally 4e made roles concrete. As a direct result, some classes that hadn't been covered well previously (bard, cleric, monk) made sense.</p><p></p><p>Alas, the fighter had too many roles before and had to lose something. In Essentials the fighter was split into two classes, "slayer" and "knight".</p><p></p><p>The slayer is a big bad dude who is fairly tough and does loads of damage. He's simpler to use than the rogue. Thematically he's quite different, but having a rogue and slayer in the party usually isn't necessary.</p><p></p><p>The knight is a real tough guy who protects other PCs. In addition to his "marking aura" (his Defender Aura) he can punish anyone foolish enough to attack someone under his protection. He has abilities like Threatening Glower to draw attention and Staggering Hammer to contain opponents.</p><p></p><p>I don't think it's really a good idea to have an old fighter who can do both things anymore. To be blunt, until 4e the fighter never could do the second role except through "gentleman's arrangement". This crops up time and time again in the D&DN playtest; the fighter and guardian cleric have very limited abilities to protect other PCs, but people only complain about it now since we've gone through twelve years of gaming where fighters could do something other than dish out damage. Opponents can just walk around them (no opportunity attacks) and gank a softer target. If you're looking for an old-style fighter, the slayer is probably your best bet, in 4e at least.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5962844, member: 1165"] Unfortunately, many of those fighters weren't part of adventuring parties. Even in D&D fiction, the PCs rarely function as adventurers. There's usually one or two main characters, and the rest (especially magic-users and healers) are just "hangers-on". (The opposite occurs when the main character is a caster. That's why Elminster is such as munchkin in print; he can't be squishy or ever prepare the wrong spells, as his only backup is ... Mystra.) This gets worse with even older fiction. How many of those Ancient Greek heroes were A) not fighters and B) not demigods? And I will pronounce a deep sigh for attempting to make classes that replicate specific characters, fighters or not. That ruined a bunch of classes like the ranger. The old games didn't necessarily promote teamwork. I don't mean in terms of how you played (thieves scouted, for instance), but the rules didn't promote teamwork. 3.x was the first edition I saw with rules for things like flanking. I don't believe aid another existed before that either. You ended up with a situation where the rogue could "backstab" far more often than before... but he needed help doing so. As a result, the whole party had to be able to take part in combat, which is generally the most time-consuming part of the game. Many classes, including the fighter, were given too many roles early on. It was worse with spellcasters, but it generally affected every class except the rogue. Fighters were supposed to do the most damage, have the most hit points, have the best AC and in short do everything that didn't involve magic. Wizards have such a wide variety of spells - anything from nearly unstoppable defenses to DM-dependent illusions, massive damage spells and a variety of insta-debuff/kill spells... Clerics were only in the game to heal and "off-tank". Naturally they were given spells that didn't fulfill any of those roles. 3.x only made things worse by giving them the ability to buff-n-bash. (I like how most 4e cleric powers have a built in one-turn buff. Really puts the "lead" in leader. Even if you hate healing, clerics can still be fun to play.) Thieves had the most limited role pre 3.x. You could use a few skills (which helped the whole party but [b]not[/b] that much in combat) -- unclear stealth rules made things worse, find and disarm traps and, if you were lucky, once combat started you could backstab once. Unsurprisingly WotC gave rogues a new combat role in 3.x, so they could be useful once the fighting started. (Unfortunately, due to clumsiness in Stealth rules, it's not really possible to make a rogue who hides well in combat without magic or a prestige class in 3.x.) Of course, this resulted in a rogue who could out-damage a fighter, seeming to stray into fighter territory. Finally 4e made roles concrete. As a direct result, some classes that hadn't been covered well previously (bard, cleric, monk) made sense. Alas, the fighter had too many roles before and had to lose something. In Essentials the fighter was split into two classes, "slayer" and "knight". The slayer is a big bad dude who is fairly tough and does loads of damage. He's simpler to use than the rogue. Thematically he's quite different, but having a rogue and slayer in the party usually isn't necessary. The knight is a real tough guy who protects other PCs. In addition to his "marking aura" (his Defender Aura) he can punish anyone foolish enough to attack someone under his protection. He has abilities like Threatening Glower to draw attention and Staggering Hammer to contain opponents. I don't think it's really a good idea to have an old fighter who can do both things anymore. To be blunt, until 4e the fighter never could do the second role except through "gentleman's arrangement". This crops up time and time again in the D&DN playtest; the fighter and guardian cleric have very limited abilities to protect other PCs, but people only complain about it now since we've gone through twelve years of gaming where fighters could do something other than dish out damage. Opponents can just walk around them (no opportunity attacks) and gank a softer target. If you're looking for an old-style fighter, the slayer is probably your best bet, in 4e at least. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Lets define Today's Fighter
Top