Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Specialist Fighters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CleverNickName" data-source="post: 5975604" data-attributes="member: 50987"><p>There are a lot of threads out there about how to "improve" the fighter...assuming, of course, that you are of the opinion that the fighter class needs to be improved at all. Here are my two cents.</p><p></p><p>I think the best way to add complexity and flavor to the Fighter class would be to do it with his catalog of weapons and armor. After all, these two things are what have set the Fighter class apart from all the rest in all editions of the game: the Fighter is the guy who can use all the weapons and wear all the armor. So why not focus on that, and make that dynamic more important?</p><p></p><p>I think a fighter's choice of weapon and armor should matter at least as much as a wizard's choice of school, or a cleric's choice of domain. Wizards can choose to specialize in the school of Abjuration, for example, and they gain extra spells and a bonus on skill checks involving that school. Clerics gain a granted power, and can cast extra spells from a domain...and they get to pick two of them.</p><p></p><p>So what if the fighter could choose a type of weapon (say, Axes) and a type of armor (such as Light Shields) to "specialize" in. Like the cleric, he gains a special technique that only he knows...like maybe being able to use the blade of an axe as a rudimentary shield when fighting defensively. And like a wizard, it grants him extra spel--er, maneuvers, in combat that only an Axe Specialist would know: stuff like spinning leg sweeps, bonuses against Plant creatures, vorpal blows, and so forth.</p><p></p><p>These techniques and maneuvers will be different for each weapon type...a fighter who specializes in Hammers would have a completely different technique, and completely different maneuvers, than a fighter who specializes in Hammers or Swords. Same for armor.</p><p></p><p>This way, the fighter stays unique among the classes: no matter how many Weapon Proficiency feats a paladin picks up, he will not be able to learn those Fighter techniques and maneuvers...and thus, will never be able to fight like a Fighter.</p><p></p><p>And it's modular, too. Those of us who don't want mystical, wuxia-style fighters can drop the maneuvers part, and keep the <s>granted power</s> technique. Those who don't want mathy, stacky bonuses can drop the technique but keep the maneuvers. Some will want both (and keep both). Some will want neither (and keep neither).</p><p></p><p>Thoughts? Suggestions? Mockery?</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5975604, member: 50987"] There are a lot of threads out there about how to "improve" the fighter...assuming, of course, that you are of the opinion that the fighter class needs to be improved at all. Here are my two cents. I think the best way to add complexity and flavor to the Fighter class would be to do it with his catalog of weapons and armor. After all, these two things are what have set the Fighter class apart from all the rest in all editions of the game: the Fighter is the guy who can use all the weapons and wear all the armor. So why not focus on that, and make that dynamic more important? I think a fighter's choice of weapon and armor should matter at least as much as a wizard's choice of school, or a cleric's choice of domain. Wizards can choose to specialize in the school of Abjuration, for example, and they gain extra spells and a bonus on skill checks involving that school. Clerics gain a granted power, and can cast extra spells from a domain...and they get to pick two of them. So what if the fighter could choose a type of weapon (say, Axes) and a type of armor (such as Light Shields) to "specialize" in. Like the cleric, he gains a special technique that only he knows...like maybe being able to use the blade of an axe as a rudimentary shield when fighting defensively. And like a wizard, it grants him extra spel--er, maneuvers, in combat that only an Axe Specialist would know: stuff like spinning leg sweeps, bonuses against Plant creatures, vorpal blows, and so forth. These techniques and maneuvers will be different for each weapon type...a fighter who specializes in Hammers would have a completely different technique, and completely different maneuvers, than a fighter who specializes in Hammers or Swords. Same for armor. This way, the fighter stays unique among the classes: no matter how many Weapon Proficiency feats a paladin picks up, he will not be able to learn those Fighter techniques and maneuvers...and thus, will never be able to fight like a Fighter. And it's modular, too. Those of us who don't want mystical, wuxia-style fighters can drop the maneuvers part, and keep the [S]granted power[/S] technique. Those who don't want mathy, stacky bonuses can drop the technique but keep the maneuvers. Some will want both (and keep both). Some will want neither (and keep neither). Thoughts? Suggestions? Mockery? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Specialist Fighters
Top