Powering up the fighter: The Action Fighter

Tanuki

First Post
I think the fighter is a weak class. They’ve had their power boosted in the PHB2, but spellcasters still outshine them in the mid levels. Here my list of things that make fighters weak:

  • Half the class’ levels are dead. How boring is that?
  • Because of the first point, fighter is mostly a dip class for two levels for the feats.
  • To be able to use their full attack, they can’t move. This gives them poor battlefield mobility.
  • Since action points are limited to one per turn, they lose in comparison to spellcasters, who can spend their 1 action point per turn on their entire action; fighters are forced to use their action point on only one of their rolls. This means action points are generally less useful to them.

With these in mind, I have been toying with the following power-ups to the fighter class, call it the “Action Fighter” class:

Battlefield Mobility: Action Fighters know that the key to winning battles is bringing full firepower to the right target at the right time. At third level, the Action Fighter can spend 1 action point to move either before or after making a full attack. They cannot use this ability if they make a 5-foot step during the same turn.

Attack Surge: At seventh level, the Action Fighter gains the ability to spend 1 action point per turn to enhance an attack roll, even if they have already used an action point in the same turn. At twelfth level, this ability increases to 2 action points per turn; at seventeenth level, this ability increases to 3 action points per turn. A single attack roll cannot be modified by more than 1 action point.

Rationale:

The first ability, Battlefield Mobility, helps the fighter to do what a fighter does best: bring the hurt face-to-face. Too often, I’ve seen the other characters, in all earnest helpfulness, eliminate all the opponents next to a fighter before her turn comes up, leaving the fighter no choice but to drag her 20’ movement rate self over to a new opponent and make a single attack.

The second ability means that the fighter can gain full advantage of action points.

I do not think these abilities are too powerful, as they are naturally limited by the number of action points the fighter has. They are abilities best used with sound tactical judgment to make them pay off.

So, anyway, that’s what I was toying with. Any thoughts?
 

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Interesting ideas. I see the Battlefield Mobility being used quite frequently, but the rule you've created seems to be largely covered by the Action Surge feat from the Eberron Campaign Setting:

ACTION SURGE [GENERAL]
By spending 2 action points, you can perform an additional action in a round.
Prerequisite: Base attack bonus +3
Benefit: You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.

It costs 2AP rather than 1, but adds the flexibility of taking a standard action rather than just a move.

The Attack Surge feat is a neat concept but unless you are handing out APs like candy, be prepared for your players to hoard their APs until the big fights with Foozle and then overpower him/her/it with hugely enhanced Full Attacks (but, perhaps that is the point).
 

Yup. Battlefield Mobility was based on the Action Surge feat. My specific thinking was: "The fighter needs better movement in combat. Well, they could take the Action Surge feat... except that costs 2 AP, and if all they want to do is move adjacent to a new enemy to start hacking..."

I do give out AP like candy; full AP refresh at the beginning of every session (or the first rest point after the beginning of a session, if it begins in media res.) This is new, so I don't know how it's going to work out yet. Been trying to find ways to make sure everyone can burn all their AP in a session. (Like giving casters the ability to boost their save DCs by an action point.)
 

Tanuki said:
Yup. Battlefield Mobility was based on the Action Surge feat. My specific thinking was: "The fighter needs better movement in combat. Well, they could take the Action Surge feat... except that costs 2 AP, and if all they want to do is move adjacent to a new enemy to start hacking..."

I like your thinking here. Your stated intent is to power up fighters - why not roll your Battlefield Mobility (move action for 1AP after full attack) into the Action Surge feat and give your fighters even MORE flexibility for the cost of only one feat?

Tanuki said:
I do give out AP like candy; full AP refresh at the beginning of every session (or the first rest point after the beginning of a session, if it begins in media res.) This is new, so I don't know how it's going to work out yet. Been trying to find ways to make sure everyone can burn all their AP in a session. (Like giving casters the ability to boost their save DCs by an action point.)

Here is a houserule from my homebrew that encourages casters to burn through their AP:

Gaia’s Dream House Rule – Spell Recall: As a swift action, arcane and divine spell casters and artificers may also spend 1 action point +1/2 the level of the spell (always rounded up, minimum 2 AP) to recall a previously cast spell or infusion.

Spell or Infusion Level: AP Cost to Recall Spell/Infusion
1st – 2nd: 2
3rd – 4th: 3
5th – 6th: 4
7th – 8th: 5
9th: 6
 


The really big problem with fighters comes at Epic levels. There's simply no point in taking the class. Your AB advances no faster than any other character. You get no special abilities, just a bonus feat every other level. Whereas spellcasters continue to advance every level until they've filled their 20 levels.
 

Quartz said:
The really big problem with fighters comes at Epic levels. There's simply no point in taking the class. Your AB advances no faster than any other character. You get no special abilities, just a bonus feat every other level. Whereas spellcasters continue to advance every level until they've filled their 20 levels.
SIMPLE SOLUTION: DON'T PLAY EPIC.

I mean, seriously, this basically is just one of many reasons that epic rules are a hopeless mess, and campaigns that use them do so at their peril.
 

Heh, my group hasn't yet seen double-digit levels (and we've been playing since release!), let alone get close to epic. ^_^
 

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