I'm trying to figure out how to crack the dependance on magical items for fighting at higher levels.
So basically, right now, medium simple weapons do a d6, 20/x3. These features can step around a bit, for instance, d6, 19-20/x2, or d4, 20/x4. Blunt weapons lose a step (d6, 20/x2). Ignore issues of size and stuff for a moment.
Spending a feat gets you a martial weapon, which improves the weapon one step, to a base d8 20/x3, again fungible. Another feat beyond that gets you exotic, for another step up typically (ignoring things that are on the exotic list for non-mechanical reasons, like the asian sickle and flail). Being martial-proficient (like a fighter) isn't too equipment-focused, but once you spend that feat on exotic, your character is hurt a little if he doesn't have that exotic weapon and has to use a lesser weapon. PCs tend to look for an enchanted weapon of that type as well, and sink as much of their resources into that as needed/possible. So they're hurt even more if they can't use that weapon.
Then there's focus, specialization, improved critical, greater focus, and greater specialization. These hard-lock a character into a single weapon type, which encourages the character to get a magical version of that type, and sink even more feats into it when possible. Feedback loop.
Is it workable to decouple these feats from a weapon? So they don't represent specialization with a single weapon, but more general martial skill. An unskilled combatant who picks up a medium sword can only do a d6. A more skilled warrior can do a d8, and someone who has done a lot of training can do a d10 base. Focus, etc apply to whatever weapon you are using at the moment.
I suppose this could only work in a game that didn't worry too much about anal accounting, or you'd have to worry about players trying to game the system by getting the cheapest weapon possible and wielding it in an exotic style. And it still doesn't fix the weapon enchantments lock-in.
Is the solution to that to make the fighting classes themselves inherently magical? That's the default assumption of the game anyway, isn't it? The whole system assumes PCs will have appropriate equipment at a given level, and from that assumption flows the "numious bunkum" which is game balance (thanks Sep). So it assumes that a 20th level fighter will be magic to the tune of x,000 gps of equipment. Why can't that just be a class feature instead of an implied requirement?
So your new class description might look like:
Fighter
BAB +1/level, d10 hps, good fort, poor reflex and will, etc.
Bonus feat at 1st level, and every even level thereafter.
Fighting enchantment at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level, where an enchantment is a +1-equivalent effect that applies to whatever you're currently wielding.
So at 3rd level, fighters are basically +1 enchanted. From there, they can work on up to +5, or take elemental or alignment enchantments.
Heck, you could increase the enchantment rate and have it be used for armor and weapons both.
Paladins, rangers, barbarians, and monks would get a slower advancement, since they have spell-like powers already and are less dependant on equipment. Clerics and bards probably slower than them, and wizards and sorcerors get the slowest. Or maybe you keep the rate the same for everyone but have it applicable to other things, like staffs, wands, whatever. This needs more thought.
So basically, right now, medium simple weapons do a d6, 20/x3. These features can step around a bit, for instance, d6, 19-20/x2, or d4, 20/x4. Blunt weapons lose a step (d6, 20/x2). Ignore issues of size and stuff for a moment.
Spending a feat gets you a martial weapon, which improves the weapon one step, to a base d8 20/x3, again fungible. Another feat beyond that gets you exotic, for another step up typically (ignoring things that are on the exotic list for non-mechanical reasons, like the asian sickle and flail). Being martial-proficient (like a fighter) isn't too equipment-focused, but once you spend that feat on exotic, your character is hurt a little if he doesn't have that exotic weapon and has to use a lesser weapon. PCs tend to look for an enchanted weapon of that type as well, and sink as much of their resources into that as needed/possible. So they're hurt even more if they can't use that weapon.
Then there's focus, specialization, improved critical, greater focus, and greater specialization. These hard-lock a character into a single weapon type, which encourages the character to get a magical version of that type, and sink even more feats into it when possible. Feedback loop.
Is it workable to decouple these feats from a weapon? So they don't represent specialization with a single weapon, but more general martial skill. An unskilled combatant who picks up a medium sword can only do a d6. A more skilled warrior can do a d8, and someone who has done a lot of training can do a d10 base. Focus, etc apply to whatever weapon you are using at the moment.
I suppose this could only work in a game that didn't worry too much about anal accounting, or you'd have to worry about players trying to game the system by getting the cheapest weapon possible and wielding it in an exotic style. And it still doesn't fix the weapon enchantments lock-in.
Is the solution to that to make the fighting classes themselves inherently magical? That's the default assumption of the game anyway, isn't it? The whole system assumes PCs will have appropriate equipment at a given level, and from that assumption flows the "numious bunkum" which is game balance (thanks Sep). So it assumes that a 20th level fighter will be magic to the tune of x,000 gps of equipment. Why can't that just be a class feature instead of an implied requirement?
So your new class description might look like:
Fighter
BAB +1/level, d10 hps, good fort, poor reflex and will, etc.
Bonus feat at 1st level, and every even level thereafter.
Fighting enchantment at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level, where an enchantment is a +1-equivalent effect that applies to whatever you're currently wielding.
So at 3rd level, fighters are basically +1 enchanted. From there, they can work on up to +5, or take elemental or alignment enchantments.
Heck, you could increase the enchantment rate and have it be used for armor and weapons both.
Paladins, rangers, barbarians, and monks would get a slower advancement, since they have spell-like powers already and are less dependant on equipment. Clerics and bards probably slower than them, and wizards and sorcerors get the slowest. Or maybe you keep the rate the same for everyone but have it applicable to other things, like staffs, wands, whatever. This needs more thought.