[MENTION=6182]Incenjucar[/MENTION]: While I like your suggestion, it's also adding a lot of complexity to the class. Just your rules text for all weapons is 283 words, and they all need to be on the character sheet. And that's just level 1. Possible? Yes. Appealing to a certain type of player? Sure. Practical? No.
Remember that the Fighter has to appeal both to butt-kickers who just want to have an effective melee guy that can, well, kick butt, and tacticians, who like to control the battlefield from the center and trip push pull disarm monsters until they surrender by themselves.
One way to solve this issue would be to split the Fighter in two classes, along the simple / complex line, as I just suggested on rpg.net. You'll get:
The Fighter: Straightforward and simple, beginner friendly, flavor as you like you are not going to suck. Melee basic attacks. Fixed class features. Mainly gains static attack and damage bonuses, armor bonuses, mobility, toughness, agility. High-level features concentrate on survival, countering monster abilities, generally being badass, and killing things no matter what. Can kill with everything, dagger, giant axe, bow, even a fork. Effective in heavy armor, light armor, or bare chested. Strength and Constitution primary.
The Weaponmaster: Knock yourself out complex. 4E Fighter. Lots of combat maneuvers. Optional class features galore. Defender mechanics. Can dabble as Warlord-style leader, Slayer-style Striker or tactical battlefield control machine. Can specialize on different weapon styles. Rewards system mastery. Supports any kind of stat build - strong, smart, agile, dashing...
The important part is that each of them has to be clearly labeled as what it is, so that players will pick the one that suits their style from the get-go. To avoid issues from the split, most feats etc. should be Fighter/Weaponmaster similar to most spells in 3E being Wizard/Sorcerer.
Remember that the Fighter has to appeal both to butt-kickers who just want to have an effective melee guy that can, well, kick butt, and tacticians, who like to control the battlefield from the center and trip push pull disarm monsters until they surrender by themselves.
One way to solve this issue would be to split the Fighter in two classes, along the simple / complex line, as I just suggested on rpg.net. You'll get:
The Fighter: Straightforward and simple, beginner friendly, flavor as you like you are not going to suck. Melee basic attacks. Fixed class features. Mainly gains static attack and damage bonuses, armor bonuses, mobility, toughness, agility. High-level features concentrate on survival, countering monster abilities, generally being badass, and killing things no matter what. Can kill with everything, dagger, giant axe, bow, even a fork. Effective in heavy armor, light armor, or bare chested. Strength and Constitution primary.
The Weaponmaster: Knock yourself out complex. 4E Fighter. Lots of combat maneuvers. Optional class features galore. Defender mechanics. Can dabble as Warlord-style leader, Slayer-style Striker or tactical battlefield control machine. Can specialize on different weapon styles. Rewards system mastery. Supports any kind of stat build - strong, smart, agile, dashing...
The important part is that each of them has to be clearly labeled as what it is, so that players will pick the one that suits their style from the get-go. To avoid issues from the split, most feats etc. should be Fighter/Weaponmaster similar to most spells in 3E being Wizard/Sorcerer.