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so what are they changing about Fighters in 3+

I've found fighters' power to scale nicely. Even though you can get Spring Attack, WWA and Great Cleave by level 9 or so, if you do take this option you won't have weapon focus or specialization in your primary weapon let alone a ranged weapon.

Then there's Quick Draw so you can switch from ranged to melee without giving up full attacks or Improved Initiative to avoid sneak attacks and to get to the enemy before they get to you.

I often see Great Cleave or Spring Attack before level 10, but not both, and rarely WWA. There are already plenty of core feats to keep a fighter going through 20 levels.

That being said, a few high-level only feats would add to the flavor rather than the power of the class.



"My DM was kind enough to let me swap it out for another feat after I found out that I still had -4/-4 when attacking with two longswords"

Actually, if your off hand weapon isn't light and you only have Ambidexterity your penalties will be -6/-6.

Cheers
 

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Righto, MThibault.
I had Ambi and TWF, to give me a -4/-4. I don't have TWF anymore, and as a result only use a single longsword.
 

Well just to bring the thread a bit more back on track I'd say Victim, Westwind and Technik4 may have hit on the likely "changes". They could make the Fighter class more interesting to play after level 10 if there are now going to be feats available that only a higher level Fighter would qualify to take.

Any other thoughts out there?
 

Skill points. Fighters need 2 more skill points per level. With some of the material in books like KoK Player's Guide and OA, there are some very valuable skills that fighters could use.
 

Shard O'Glase said:
my hope is that they do something to make ti so the fihgter doens't suck so much out of a fight. the fighter aint close to good enough(to many other classes come to close or exceed the fighter in to many situations) in a fight to justify it's absolute suckage out of one.

I agree with you here Shard. Seems like the classes were balanced for the dungeon party. The party needs front line fighters, but take the classes out of the dungeon and have them work separately, and all non-spellcasters are at a severe disadvantage. They lack versatility at the higher levels.

Take the rogue for example. You'd think a master of skills would be useful for something with his good hide, climb, open locks skills, etc. But a wizard can do better with invisibility, spiderclimb, knock, etc. Not only that, but these are low level spells than can be put on wands for cheap, and who creates magical items? Spellcasters!

[edited: for some reason I said 'magical times' instead of 'magical items'. Seems I scrambled my letters.]

I think at the higher levels, it would help all non-spellcasters be more 'rounded' if they could create their own magical items with alchemy, craft, and herbalism skills (+ exotic materials which could be bought for the usual gold cost to craft these items). The wizard has always been able to take on the properties of the other classes with the right spell. Perhaps its time the other classes are able to take on the properties of the wizard with the right item (that they can create themselves).
 
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