Mustrum_Ridcully
Legend
In fact, the thing about fighters specializing more in a weapon is something I don't like that much. D&D 3.x rewards people specializing on a weapon a lot, and in turn this quickly turns out to be a requirement to be a good fighter.KarinsDad said:Agreed. It does improve it.
One thought on how to basically resolve it is to combine weapon groups with limited specialized functionality.
For example, most general feats/talents could improve a specific area for all weapon groups. A bonus to tripping could work for all weapons that allow trips. Finding a different type of weapon would not lose that bonus as long as it is a tripping capable weapon.
Then, if there were only a few specialized feats/talents, such as something specific to axes, the Fighter could switch from being an Axe guy to a Spear guy as long as there are only a few feats/talents required to be a good Spear guy. It might take him a few levels to accomplish this, but it could be done.
This cannot be done if there are massive Axe (or edged weapon) feat trees and massive Spear (or reach weapon) feat trees and massive Longbow (or ranged weapon) feat trees.
I enjoy playing a fighter with a lot of tactical options (Trip, Disarm, Sunder, Bull Rush, and all these feats). They are pretty cool. But the truth is - If i just took the Weapon Focus route, my fighters would probably have been a lot more efficient and several difficult encounters would have become easier, simply because my Fighter would hit the enemy more often, deal more damage, and thus eliminate it quicker from the combat.
Still, maybe the D&D 4 route isn't so bad. If specialization on a specific weapon isn't just more plus to attack and damage, but allows a character unique tactical options I might get the best of two worlds - cool maneuvers and good numerical bonusses...
