Revised fighter feats

I'm considering revising the sorts of feats that fighters gain access to as fighter-specific feats, making the following changes:
  • Weapon Specialization applies to all weapons with which the character has taken Weapon Focus.
  • Improved Critical's prerequisites are changed to "Fighter level 8th+, Weapon Focus", and provides the normal benefit (doubled threat range) with, again, all weapons with which the character has taken Weapon Focus. It also stacks with "keen" effects, as in 3.0e.
  • Greater Weapon Focus and Greater Weapon Specialization are eliminated. They are replaced with a new feat, "Weapon Mastery", which requires 12 fighter levels, Weapon Focus, Weapon Specialization, and Improved Critical; it provides an additional +1 attack and damage bonus.
The main effect of the new rules are to make fighters slightly more powerful and unusual. A fighter with maxed-out weapon feats deals one less point of bonus damage (+3 rather than +4) than he would have before the revisions, but he pays one fewer feat for the privilege. In addition, their now exclusive access to Improved Critical enables fighters to have larger threat ranges than other characters, which seems like a fighter-exclusive benefit that is nifty and unique in a way that other fighter-benefits have previously lacked. It also enables the more conceptually appealing and better balanced 3.0e crit-stacking rules while ensuring that very large threat ranges remain "special" in a sense.

The change to all of these feats to extent to every weapon that the character has taken Weapon Focus might be the most important change; it's motivated by the intuition that expanding your repertoire of optimal weapons (to, for instance, be as good with a bow as with a sword) should cost one feat, not (as per the standard rules) up to five, which is an egregiously prohibitive cost even for the feat-rich fighter.
 

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I like those.

I agree with you that there's a lack of "uniqueness" for fighters. (i.e. lack of abilities that only fighters can have). This is a nice way to do it.
Mastery of a weapon should be the realm of the fighter only.

I also agree that one feat per weapon seems right.
Although now that I think of it, isn't this just too good?
What other options compete with these?
Wouldn't this make every fighter choose this Feat path?
 

Originally posted by comrade raoul
Weapon Specialization applies to all weapons with which the character has taken Weapon Focus.

The change to all of these feats to extent to every weapon that the character has taken Weapon Focus might be the most important change;

This doesn't seem all that great since in my group, I've never seen anyone take weapon focus with more than one weapon and even if you dual-wielded and decided to use two different weapons, it only save you one feat. Same thing if you wielded a bow for ranged and one weapon for melee. I can see a maximum only if the person tried specializing in using the bow for ranged and dual-wielded two different weapons in melee. Maybe for a fighter, weapon focus should be considered for a group of weapons, though that would make the others feats more powerful in relation to what you were thinking.
 

Dog_Moon2003 said:
This doesn't seem all that great...
I think you're right; the characters who have the biggest incentive to take Weapon Focus (as it stands now) twice are those who want to use two different weapons at once, or those who want to use two very different weapons for different purposes (e.g. a melee weapon and a ranged weapon, or two very different melee weapons like the longsword and the guisarme). But even this option is, I think, a nontrivial improvement.

Still, it doesn't allow a fighter to use a large number of weapons very effectively, which may cut into the versatile "master of all weapons" theme. Perhaps something like this (which is a sketch, off the cuff), which uses UA-style weapon groups (it's essentially your suggestion, but is something fighters have to spend feats for rather than get automatically):

Expanded Repertoire [Special]
Prerequisite: Weapon Focus, fighter level 4th+
Benefit: You extend the benefit of the Weapon Focus feat (and all feats that apply to weapons with which you've taken Weapon Focus) to every weapon that shares a group with a weapon that you've taken the feat with.

Thus, if longswords share a group with, say, scimitars and bastard swords, and longbows share a group with shortbows and the composite versions thereof, a fighter with Weapon Focus (longbow), Weapon Focus (scimitar), and Expanded Repertoire gains the benefit of Weapon Focus with longswords, scimitars, bastard swords, (composite) longbows, and (composite) shortbows. If the fighter were later to take Weapon Focus with a totally different weapon, he'd also get the benefit of Focus with all weapons in that group, two.

After paying four or five feats for the privilege (Expanded Repertoire and a few instances of Weapon Focus), a fighter could potentially use a very large variety of weapons exceptionally well, which seems appropriate. (He won't be equally good with everything, since some of his other feats are likely to be much more useful with some weapons than others; and his fewer additional feats will prevent him from being as effective as a true specialist; both of these results seem right, too.)
sfedi said:
Although now that I think of it, isn't this just too good?
What other options compete with these?
Wouldn't this make every fighter choose this Feat path?
I'm not sure what you mean here -- are you asking whether the feats themselves (Weapon Specialization, Improved Critical, and Weapon Mastery) are too good? Well, yes and no. Weapon Specialization and Improved Critical are almost certainly well-balanced; they've been around since the beginning of 3e and are as canonical and well-playtested as feats get. That said, my sense is that most fighters do take Weapon Specialization and Improved Critical (and the Greater feats of 3.5) as soon as they can, so they are a feat path that most fighters do choose. But, again, this is a feature of the standard rules, not my house rules, and since the feats don't by any means exhaust the fighter's range of bonus feats, most people (including me) don't see this as all that problematic.

Is limiting (a stackable) Improved Critical to fighters in some sense too good? It depends. First, it depends on which version of Improved Critical you think is balanced: the stackable 3.0e version or the nonstackable 3.5e version. I happen to think that the 3.0e version is balanced and the 3.5e version is too weak (this particular issue has been discussed a lot on the boards, and has been given extended treatment by Sean Reynolds). Given this construal of Improved Critical, the houserule essentially represents a change from an underpowered feat available to everybody to a balanced feat available to fighters. The result is a slight increase in the power of the fighter with respect to the other classes, which is mildly good if you think (like I do) that the fighter missed out compared to the boost all the other combat classes got in 3.5e, and mildly bad otherwise, but in any case not a significant enough of a change to make a really big deal.

Is Weapon Mastery too good? Well, compared to the standard Greater Weapon Focus/Specialization combination, you're trading 1 point of damage with your favorite weapon(s) for an extra feat. Whether or not this is a good trade is complicated. It's clearly a good trade in the abstract, since Weapon Specialization and its Greater cousin suggest that a feat is woth 2 points of damage; moreover, Weapon Mastery is straightforwardly better than Greater Weapon Focus. That said, the extra damage becomes a better deal as you can apply it to more weapons, which is something my Weapon Focus rules enable. Moreover, the trade described above is an oversimplification, since in the absence of good high-level feats, fighters often face diminishing returns with bonus feats as they pick up miscellaneous feats after having already gotten all they ones they really want, so eventually the extra point of damage might be worth the feat after all. In any case, though, the fighter comes out at best about half a feat ahead, which isn't a large enough change to be a big deal, especially if you think (again) that the 3.5e fighter is slightly underpowered.

Is the new Weapon Focus too good? Probably not, since you're still giving up feats that you could use for nifty more general ones like Power Attack: you're still getting diversity at the cost of specialization; or, rather, you're sacrificing the situational bonuses or combat options that most fighter feats provide in exchange for optimally exploiting your existing advantages with a broader range of weapons. Moreover, as I discussed above, you need to pay a lot of feats to get real diversity, and I don't think that being able to get specialization bonuses with, say, most bladed weapons and some bows is much better or worth than your typical feat tree.

Was that too exhaustive? Probably.
 

comrade raoul said:
Expanded Repertoire [Special]
Prerequisite: Weapon Focus, fighter level 4th+
Benefit: You extend the benefit of the Weapon Focus feat (and all feats that apply to weapons with which you've taken Weapon Focus) to every weapon that shares a group with a weapon that you've taken the feat with.
Why make this a feat? I think this works better as a change to the way that Weapon Focus and related feats (Weapon Specialization, Improved Critical, etc.) function. Meaning, when you take Weapon Focus, etc. it always applies to a weapon group, not to a single weapon.
 

Right now a fighter is still a good dippin' class, good to take a few levels of. After having played through BG2 for the first time in years, I see the parallel they mimicked from 2e:

Proficient - Proficient
Specialized - Weapon Focus and Weapon Specialization (2 feats to represent 1 proficiency from 2e, but you get more feats than you did proficiencies (esp fighters!)
Greater Specialization - Improved Critical (in 2e you got more iterative attacks, something which has spread to everyone these days, as a trade-off we can make crits more frequent)
Mastery - 3.5 Feats GWF and GWS

I think the Rogue and Fighter classes are very good when held up next to each other. The fighter emphasizes feats, and acquires more than any other class. The rogue emphasizes skills and gets more of those than any other class. However, the rogue gets special abilities at 10th level. This divergence makes single-class rogues more common (as they are less likely to go for a prc if there are rogue abilities they want) than single class fighters.

My proposition is a little frightening, but should be taken in context of the levels required and the class it is being applied to.

11th level fighters gain Weapon Focus in every weapon they are proficient with.
15th level fighters gain Weapon Specialization in every weapon they are proficient with.
19th level fighters gain Improved Critical in every weapon they are proficient with.

3 special abilities that stack with the fighters already abundant feat acquisition. To some existing single-class fighters, they could be gaining as many as 3 more feats than they had. But what this really does is show that fighters are all weapon masters who can use their weapons better than anyone else. Further, it provides some great incentive to keep playing a fighter. Finally, it doesn't actually increase the 'power' of the class, merely the 'flexibility'. Much like rogues can gain Skill Mastery, fighters would have (in a sense) Weapon Mastery.

This doesn't exclude having feats like the 3.5 GWF and GWS. It also wouldn't prevent you from making a Weapon Mastery feat that combines those. It does make higher level fighters more feared because they are more likely to have a range of weapons to attack you with (and will be better with that range of weapons than low-level fighter multiclassers, barbarians, or rangers).

I had this idea for a Master-at-Arms type prc a while ago, but I think it works better as a main class ability. Of course, many fighters will take some of those feats before they gain those abilities for all weapons, most might (depending on when the campaign is starting). But it reinforces that when a fighter stumbles across a powerful magic item he can (and will) make use of it, and make *better* use of it than anyone else in the party could (unless there happened to be a specialist in the party).

Too radical? Not what you had in mind?

Technik
 

What I've been considering is... more feats.

At every odd level, the Fighter gets a bonus "Weapon Feat", which must be one of:
- Exotic Weapon Proficency
- Weapon Focus
- Weapon Specialization
- Improved Weapon Focus
- Greater Weapon Specialization
- Improved Critical

... basically any Feat that only applies to a single type of weapon. The 1st level Bonus Fighter Feat is removed, and replaced with a 1st level Bonus Weapon Feat.

Since most PCs only choose one weapon, the overall power level won't be changed too dramatically. However, the Fighter will be excellent with at least two different weapons, or pretty good with quite a lot of weapons -- in addition to having more fighting style than a room full of Jackie Chan posters.

-- N
 




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