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*Pathfinder & Starfinder
The Fighter's Identity
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<blockquote data-quote="Gold Roger" data-source="post: 5949053" data-attributes="member: 33904"><p>I feel the fighter needs more. Not in the combat department (assuming he gets optional maneuvers and such), but aside from that, in the other two pillars, to use that particular terminology.</p><p></p><p>Just throwing out some ideas:</p><p></p><p>The OP idea of followers and stronghold. I don't think followers should be hard coded into the class (certainly should be there as campaign option), but it touches into something I think is very important for every fighter: <strong>Reputation</strong>.</p><p></p><p>To me, no matter what type of fighter you want to play, he lives by the sword. And living by the sword means you earn your living by the sword and to succeed in that, you have to build a reputation. And in turn, if you succeed, you automatically gain reputation. The wizard can get away with being a mystic and locking himself away in some tower, the rogue will propably keep a low profile, to better set up his shady operations, the cleric has to represent his god in addition to himself. But the fighter is on man with his weapon, his combat ability is a ware he has to sell (often literary) and to do so he has to turn himself into a brand. Fighters who level gain cool nicknames, titels and memetic badass status.</p><p></p><p>So lets say fighters gain reputation perks at certain level, that colour his interactions. Maybe he has the "monster slayer" reputation for facing terrible beasties, maybe a "no one left behind reputation" for carrying more of is allies and hirelings through his operations than usual, maybe he has the "scary psycho" or "unbreakable loyalty" reputation.</p><p></p><p>This would translate into interaction benefits with groups that respects a given reputation. The "monster hunter" can walk up to a unknown wild tribe, right into the leaders tent and talk to him on equal level, because he's proven. He can talk trash to a dragon and the beast will actually consider his boasts. </p><p></p><p>The guy with "no one left behind" will always find support from the relatives of people he worked with and saved and has an easy time recruiting help. </p><p></p><p>The "scary psycho" can walk into the worst den of villainy, where every other member of his group would be shanked and robbed 3 feet in, just for a chat and some info.</p><p></p><p>etc.</p><p></p><p></p><p>For the exploration pillar, I'd like the fighter to be based of endurance, personal reliability and the ability to push through, basically being awesome by being practical. Basically stuff that says "the fighter is the guy who always has your back". This thread has some great ideas for that already. Other stuff of the top of my head:</p><p></p><p>-Armor not hampering fighters as much as other classes during exploration</p><p></p><p>-increased marching speed</p><p></p><p>-Reducing the amount of time needed at a long rest (maybe even for the entire group)</p><p></p><p>-Improving the chances of success on tasks the entire group needs to do, by organizing and helping out</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 5949053, member: 33904"] I feel the fighter needs more. Not in the combat department (assuming he gets optional maneuvers and such), but aside from that, in the other two pillars, to use that particular terminology. Just throwing out some ideas: The OP idea of followers and stronghold. I don't think followers should be hard coded into the class (certainly should be there as campaign option), but it touches into something I think is very important for every fighter: [B]Reputation[/B]. To me, no matter what type of fighter you want to play, he lives by the sword. And living by the sword means you earn your living by the sword and to succeed in that, you have to build a reputation. And in turn, if you succeed, you automatically gain reputation. The wizard can get away with being a mystic and locking himself away in some tower, the rogue will propably keep a low profile, to better set up his shady operations, the cleric has to represent his god in addition to himself. But the fighter is on man with his weapon, his combat ability is a ware he has to sell (often literary) and to do so he has to turn himself into a brand. Fighters who level gain cool nicknames, titels and memetic badass status. So lets say fighters gain reputation perks at certain level, that colour his interactions. Maybe he has the "monster slayer" reputation for facing terrible beasties, maybe a "no one left behind reputation" for carrying more of is allies and hirelings through his operations than usual, maybe he has the "scary psycho" or "unbreakable loyalty" reputation. This would translate into interaction benefits with groups that respects a given reputation. The "monster hunter" can walk up to a unknown wild tribe, right into the leaders tent and talk to him on equal level, because he's proven. He can talk trash to a dragon and the beast will actually consider his boasts. The guy with "no one left behind" will always find support from the relatives of people he worked with and saved and has an easy time recruiting help. The "scary psycho" can walk into the worst den of villainy, where every other member of his group would be shanked and robbed 3 feet in, just for a chat and some info. etc. For the exploration pillar, I'd like the fighter to be based of endurance, personal reliability and the ability to push through, basically being awesome by being practical. Basically stuff that says "the fighter is the guy who always has your back". This thread has some great ideas for that already. Other stuff of the top of my head: -Armor not hampering fighters as much as other classes during exploration -increased marching speed -Reducing the amount of time needed at a long rest (maybe even for the entire group) -Improving the chances of success on tasks the entire group needs to do, by organizing and helping out [/QUOTE]
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