This is just a place to gather ideas on how to allow the fighter to help the party in non-combat situations. Please feel free to post your own.
A bigger emphasis on smashing, lifting, pushing and pulling things in the core rules - This might seem odd at first. This kind of stuff has always been around, right? Well, sure, but it's never been as big a part in classic dungeon design as monsters or some of the thief niches, like locks and traps. Why is that? Dungeons aren't linear haunted house experiences. They should feel like real places, with rubble and jammed doors occasionally obstructing you. The fighter should get a feel that his strength isn't just applicable in combat but in exploring the dungeon and opening new paths for his allies. These kinds of obstacles should be encouraged in the chapter on dungeon design, just like monsters and traps are.
A very important thing to note is that this niche shouldn't be made mechanically redundant by one or two spells as it has been in past editions. Sure, the party druid or wizard could cast a spell to move some rubble with nature powers or telekinesis, or blow open a stuck door with a blasty spell, but it should require some effort on their behalf. If it has a chance of failing, by for example requiring an wisdom/intelligence check as opposed to the fighter's strength check, having a fighter around seems a lot more desirable since he can do the same job without using up valuable resources like spell slots. It would make the fighter a good and viable option for exploration purposes while not being strictly necessary.
Intimidating presence - Not only should the fighter be able to intimidate people to get his way, but simply having him around should make negotiations more easy for party members. The thugs on the street should be more inclined to accept the cleric's offer to back down if there's a 7 foot, metal clad, greatsword wielding fighter behind him. If the bard tries to bluff the bartender by insisting that they already paid for their drinks, the bartender might unconsciously be more likely to believe him instead of starting trouble with the bard's rather large drinking buddy. This again, makes the fighter a good addition to a social situation and while not being necessary by any means, and make him feel a lot more relevant when such situations occur.
There could maybe even be some sort of optional "muscle" rule, where the combined forces of each of the negotiating sides would weigh against one another in the outcome of the negotiations!
Like I said earlier, this is pretty much just an idea dump for the fighter. How do you feel he should contribute outside of combat?
A bigger emphasis on smashing, lifting, pushing and pulling things in the core rules - This might seem odd at first. This kind of stuff has always been around, right? Well, sure, but it's never been as big a part in classic dungeon design as monsters or some of the thief niches, like locks and traps. Why is that? Dungeons aren't linear haunted house experiences. They should feel like real places, with rubble and jammed doors occasionally obstructing you. The fighter should get a feel that his strength isn't just applicable in combat but in exploring the dungeon and opening new paths for his allies. These kinds of obstacles should be encouraged in the chapter on dungeon design, just like monsters and traps are.
A very important thing to note is that this niche shouldn't be made mechanically redundant by one or two spells as it has been in past editions. Sure, the party druid or wizard could cast a spell to move some rubble with nature powers or telekinesis, or blow open a stuck door with a blasty spell, but it should require some effort on their behalf. If it has a chance of failing, by for example requiring an wisdom/intelligence check as opposed to the fighter's strength check, having a fighter around seems a lot more desirable since he can do the same job without using up valuable resources like spell slots. It would make the fighter a good and viable option for exploration purposes while not being strictly necessary.
Intimidating presence - Not only should the fighter be able to intimidate people to get his way, but simply having him around should make negotiations more easy for party members. The thugs on the street should be more inclined to accept the cleric's offer to back down if there's a 7 foot, metal clad, greatsword wielding fighter behind him. If the bard tries to bluff the bartender by insisting that they already paid for their drinks, the bartender might unconsciously be more likely to believe him instead of starting trouble with the bard's rather large drinking buddy. This again, makes the fighter a good addition to a social situation and while not being necessary by any means, and make him feel a lot more relevant when such situations occur.
There could maybe even be some sort of optional "muscle" rule, where the combined forces of each of the negotiating sides would weigh against one another in the outcome of the negotiations!
Like I said earlier, this is pretty much just an idea dump for the fighter. How do you feel he should contribute outside of combat?
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