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<blockquote data-quote="Greenfield" data-source="post: 7438902" data-attributes="member: 6669384"><p>To pick a nit, Run doesn't add to your base movement ability. It adds to your multiplier when doing a full run.</p><p></p><p>Since a full run (4x move) happens so rarely, and may in fact be impossible for some who prefer heavy armor, bumping that potential to 5x isn't such a big thing as one might think.</p><p></p><p>Consider that the Ranger is also a fighter type, one who gets things like Heal in class, and has class abilities that functionally increase his base movement (Woodland Stride). Many of these abilities essentially take the place of the bonus Feats that Fighters have, and some of them can be replicated with Feats. But some can't.</p><p></p><p>In PCs I'll often mix and match some Ranger levels in with my Fighters. More skills, two good saves, full BAB progression, heightened movement in some terrain, and even if they never get any spells, they can now use some magic items that the pure Fighter can't. They give up the ability to use heavy armor, but Mithral helps address that by making even full plate into a medium armor.</p><p></p><p>By the way, Wall of Stone is imposing, but not actually that much of an obstacle. </p><p></p><p>At 20th level, it's 5 inches thick. At 10th level it's 2. Hardness of 8, 15 hp per inch for every five foot section. Most spells do fractional damage to inanimate objects. Swords, maces etc. do full. So this particular obstacle is one you really want a fighter type to handle.</p><p></p><p>So your fighter Power Attacks the wall (can't hardly miss so you might as well go all in), and he can be through it in a round or three. Less if they have a two handed weapon, since Power Attack doubles for that.</p><p></p><p>Most other Wall spells flat out fail if there's anything in the way, so they can be shut down with a little planning. You can effectively "Counterspell" them simply by observing when they cast and moving into the target zone. Takes a held action, but then so does counterspell.</p><p></p><p>Now don't get me wrong, walls spells are great battlefield control. But they aren't the be-all and end-all that some see them to be.</p><p></p><p>Over all, there are a lot of skills and feats in the books, and it's unrealistic to suggest that every fighter type will have all of them. Some are essential for specific situations, but not every campaign includes all those situations.</p><p></p><p>Also remember that there is another "fighter" class that many of these are aimed at: The Warrior. The Warrior is the NPC class, the combat type who stands in a shield wall, or wields pikes or spears as part of a group maneuver. Fighters are a PC class, the individual hero rather than the city guard or footman in the infantry. The roles aren't the same and the requirements aren't the same.</p><p></p><p>One player in my group has all of her character's feats, class, prestige class and skill choices already made, levels one through twenty. There's nothing wrong with that, of course, but as the campaign develops some of those planned choices may be rendered irrelevant. The Mounted Combat series, for example, is really nice. Unless the campaign ends up doing a lot of dungeon delving, or traveling by sea, or adventuring in town, or... You get the picture.</p><p></p><p>Because the campaign doesn't always involve all aspects of play equally, and may have some so thoroughly minimized as to be insignificant, the need for all of those "essential" feats and abilities just migh not be there.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7438902, member: 6669384"] To pick a nit, Run doesn't add to your base movement ability. It adds to your multiplier when doing a full run. Since a full run (4x move) happens so rarely, and may in fact be impossible for some who prefer heavy armor, bumping that potential to 5x isn't such a big thing as one might think. Consider that the Ranger is also a fighter type, one who gets things like Heal in class, and has class abilities that functionally increase his base movement (Woodland Stride). Many of these abilities essentially take the place of the bonus Feats that Fighters have, and some of them can be replicated with Feats. But some can't. In PCs I'll often mix and match some Ranger levels in with my Fighters. More skills, two good saves, full BAB progression, heightened movement in some terrain, and even if they never get any spells, they can now use some magic items that the pure Fighter can't. They give up the ability to use heavy armor, but Mithral helps address that by making even full plate into a medium armor. By the way, Wall of Stone is imposing, but not actually that much of an obstacle. At 20th level, it's 5 inches thick. At 10th level it's 2. Hardness of 8, 15 hp per inch for every five foot section. Most spells do fractional damage to inanimate objects. Swords, maces etc. do full. So this particular obstacle is one you really want a fighter type to handle. So your fighter Power Attacks the wall (can't hardly miss so you might as well go all in), and he can be through it in a round or three. Less if they have a two handed weapon, since Power Attack doubles for that. Most other Wall spells flat out fail if there's anything in the way, so they can be shut down with a little planning. You can effectively "Counterspell" them simply by observing when they cast and moving into the target zone. Takes a held action, but then so does counterspell. Now don't get me wrong, walls spells are great battlefield control. But they aren't the be-all and end-all that some see them to be. Over all, there are a lot of skills and feats in the books, and it's unrealistic to suggest that every fighter type will have all of them. Some are essential for specific situations, but not every campaign includes all those situations. Also remember that there is another "fighter" class that many of these are aimed at: The Warrior. The Warrior is the NPC class, the combat type who stands in a shield wall, or wields pikes or spears as part of a group maneuver. Fighters are a PC class, the individual hero rather than the city guard or footman in the infantry. The roles aren't the same and the requirements aren't the same. One player in my group has all of her character's feats, class, prestige class and skill choices already made, levels one through twenty. There's nothing wrong with that, of course, but as the campaign develops some of those planned choices may be rendered irrelevant. The Mounted Combat series, for example, is really nice. Unless the campaign ends up doing a lot of dungeon delving, or traveling by sea, or adventuring in town, or... You get the picture. Because the campaign doesn't always involve all aspects of play equally, and may have some so thoroughly minimized as to be insignificant, the need for all of those "essential" feats and abilities just migh not be there. [/QUOTE]
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