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General Tabletop Discussion
*Pathfinder & Starfinder
The Playtest Fighter
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<blockquote data-quote="Salamandyr" data-source="post: 5921749" data-attributes="member: 40233"><p>I like the Playtest fighter...a lot*. Here's why.</p><p></p><p>1. This is one kind of fighter; the slayer. The slayer exists to put the hurt on his opponents. Other themes will provide other abilities, possibly some with more control options, or more defensive abilites (we saw some of those with the Cleric of Moradin).</p><p></p><p>2. What the fighter needs, rather than some list of arbitrary powers, is a complete combat chapter that provides for more options than just attacking someone for damage. Any character should be able to attempt to disarm, push someone, grapple, break weapons, or knock down an opponent. The fighter should be a lot better at these things than any other class, and should be able to do them more often, the same way that any character can hide, but the rogue is a lot better at it and can do it in more circumstances.</p><p></p><p>Obviously we've only got the bare bones of the combat chapter right now, so obviously the fighter appears limited in what he can do. But even so, the fighter, with just a standard attack roll, has options...whether to use a ranged weapon or close distance, who to engage, whether to continue to attacking the guy he's on or break away to pick up an opponent, etc.</p><p></p><p>If combat maneuvers get turned into "powers" or feats that only certain fighters can use if they have the proper build, then quite frankly the game fails for me.</p><p></p><p>*okay, I would have really preferred a human fighter. When the get the character creation chapter going, that'll probably be the first character I make.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 5921749, member: 40233"] I like the Playtest fighter...a lot*. Here's why. 1. This is one kind of fighter; the slayer. The slayer exists to put the hurt on his opponents. Other themes will provide other abilities, possibly some with more control options, or more defensive abilites (we saw some of those with the Cleric of Moradin). 2. What the fighter needs, rather than some list of arbitrary powers, is a complete combat chapter that provides for more options than just attacking someone for damage. Any character should be able to attempt to disarm, push someone, grapple, break weapons, or knock down an opponent. The fighter should be a lot better at these things than any other class, and should be able to do them more often, the same way that any character can hide, but the rogue is a lot better at it and can do it in more circumstances. Obviously we've only got the bare bones of the combat chapter right now, so obviously the fighter appears limited in what he can do. But even so, the fighter, with just a standard attack roll, has options...whether to use a ranged weapon or close distance, who to engage, whether to continue to attacking the guy he's on or break away to pick up an opponent, etc. If combat maneuvers get turned into "powers" or feats that only certain fighters can use if they have the proper build, then quite frankly the game fails for me. *okay, I would have really preferred a human fighter. When the get the character creation chapter going, that'll probably be the first character I make. [/QUOTE]
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The Playtest Fighter
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