Lightly-armored, greatsword-wielding human fighter

Bullgrit

Adventurer
Over the years, pre-D&D3 and post-D&D3, I've joined many different new gaming groups. I've created many new characters to join either groups already in the middle of a campaign or to join a newly forming group of PCs.

And one thing that is often troublesome is making a character that 1- isn't house ruled somehow by the DM, and 2- fits with the other PCs. It seems that the only character you can be assured is not somehow altered (nerfed, empowered, changed, misunderstood, whatever) in any game is the light-armored, greatsword-wielding human fighter.

The fighter class has no alignment issues to make things confusing/aggravating with Player-DM disagreement; has no special abilities to get changed; has no spells to be changed; etc.

The human race usually has no serious cultural changes to contend with.

All the other classes and races can have problems in a campaign, even if the DM and Players aren't making them on purpose. I had a wizard in a campaign where we never had any downtime - could never scribe scrolls or brew potions or acquire new spells beyond the two allowed for free. I've played a cleric who basically got led around by the nose by his god and his temple.

Paladins, of course, seem to always be problematic because of their code. Bards get screwed when the DM insists on basing NPC reactions on the Player's charisma and social skill instead of the character's. Barbarians get treated like dirty rats in a ballroom even when they don't dump Charisma. Druids get shut down when the whole campaign stays in a city. Rogues get nerfed when the main monsters are undead and constructs. Etc., etc., etc.

A heavily armored character hinders the party when they want to be stealthy. He also is screwed when attacked in cities or in night ambushes. In at least two campaigns, I've had a heavy-armor-type who either ticked off the other PCs with his "noisy" movement when trying to sneak, or he was cut to ribbons when not wearing the armor.

Many times, a campaign world has alterations to the races. You pick a dwarf character out of the book, but then learn that dwarves are disliked by the other races in the world. You pick a halfling character out of the book, but then find that halflings are slaves in most of the civilized world. You pick an elf and end up with all kinds of cultural strangeness because of their "alien-like" place in the world. And I probably don't even have to mention how half-orcs can be twisted.

Each character type can be altered either by house rules or by the campaign style or by the other PCs. And I don't mean that every campaign I've played in or seen has all these house rules or group styles that messes up all the classes and races. It's just that there is a good chance that I'll pick the class and race that gets screwed up (directly or indirectly) or doesn't fit well.

I mean, even in a game that is straight core rules (like I prefer), if I pick a wizard, we'll end up with no downtime -- no PC wants to wait a week for magic studies; if I pick a rogue, our campaign will revolve around undead; if I pick a gnome, the NPCs will treat him like vermin; if I pick a halfling bard, the campaign will be based in an area that eats halflings and my "duties" as the party faceman will fall flat. Etc.

So, I've decided that when creating a new character for a new game, I'll stick to lightly-armored human fighters. I haven't seen a game where a straight lightly-armored human fighter couldn't fit in perfectly fine with no problems.

[You would think the human monk, with no need for armor and weapons, would be even better than the human fighter, but I've never seen a monk actually do well in a campaign. Monks are just cursed by the game gods that control combat fate.]

Bullgrit
 

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Bullgrit said:
So, I've decided that when creating a new character for a new game, I'll stick to lightly-armored human fighters. I haven't seen a game where a straight lightly-armored human fighter couldn't fit in perfectly fine with no problems.

Hah! Hah, hah! I can screw with your lightly armored fighter. I use class-based defense bonuses IMC. So, there! :p
 


LOL the gods og gaming truly do not shine upon you. And I know exactly how you feel.

We just started a campaign, I took human paladin, chain mail, warhammer, shield, forgotten realms setting

Week 2 were transported to another world, the king has been overthrown by a balrog, and his enforcers/army/militia what have you is Orcs and Goblins, the majority of the populace is humans we have heard no mention of elves, the dwarves are at war to the north, and no ones ever seen a halfling or gnome (this has hampered the gnome and halfling in the party)

One of the main rules ot living in this world, is were not allowed to carry weapons that arent simple wooden ones like quaterstaffs and clubs (there goes the +1 mace we aquired) to help the orcs maintain control

Hows your lightly armoured greatsword wielding fighter looking now :)

And dont get me started on my rogue/assassin in what I now refer to as "The DM's ultimate tower of undead and golems" meh, time to roll a new character

Feegle Out :cool:
 

Mercule said:
Hah! Hah, hah! I can screw with your lightly armored fighter. I use class-based defense bonuses IMC.
Not that I want to argue the point or anything, but how does class-based defense bonuses screw with a lightly armored fighter? Don't they just boost the AC of all characters?

Bullgrit
 

Bullgrit said:
Not that I want to argue the point or anything, but how does class-based defense bonuses screw with a lightly armored fighter? Don't they just boost the AC of all characters?

True. Part of your complaint sounded like it was about having to deal with house rules at all. I realize class-based AC bonus only helps you, but it was a light-hearted jibe.
 

Eye Tyrant said:
Ala Star Wars RPG?

Essentially. I don't have Star Wars (or d20 Modern -- though that's on my list to buy), so I put the numbers together myself. It seems to be better balanced and more mathematically consistant than other formulas I've seen. I really should post it sometime (but don't have the values in front of me).
 

Part of your complaint sounded like it was about having to deal with house rules at all. I realize class-based AC bonus only helps you, but it was a light-hearted jibe.
Oh, no, I'm not against house rules completely. [I prefer straight core rules, or very minimal house rules.] I like house rules that make the game run smoother, or tweaks a problematic rule. I don't like house rules that change the mechanics for no good [design] reason. [Especially when those changes resonate throughout the game, beyond the intent.] But the house rules issue was only half my point.

Like the heavily-armored character with a bunch of sneakers. Or the rogue in an undead-heavy campaign. Sometimes it's not the rules (core or house) that "screw" a character. Sometimes its the style of the campaign or the style of the other Players (compared to the one Player) that does it.

And I realized it was a light-hearted comment. I just didn't get it. But I do now.

Bullgrit
 

I try to talk with my group a lot about the campaign world/type of adventure I have planned before they roll up their characters. It seems that if your group did that there would be less greivance.
 

Mercule said:
True. Part of your complaint sounded like it was about having to deal with house rules at all. I realize class-based AC bonus only helps you, but it was a light-hearted jibe.

Yes, I think that the "empowered" part of the OP was an attempt not to sound like a power-gamer but I think that a 1 was rolled on that Bluff check. The following is only as good as my own Sense Motive roll and is not light-hearted at all:
 

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