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Transcending the mundane. How to make martial classes epic.
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<blockquote data-quote="mmadsen" data-source="post: 6019690" data-attributes="member: 1645"><p>As kids playing AD&D, my friends and I liked both the fighter and magic-user archetypes, but we definitely had the impression that the high-level magic-user was far more powerful.</p><p></p><p>Whether the fighter was too weak or too powerful though, there was always the issue of <em>how</em> his fighting prowess improved. </p><p></p><p>His hit dice increased, which always strained credibility: "Go ahead, stab me! You <em>can't</em> kill me with one hit!" </p><p></p><p>His damage didn't really increase -- except that <em>every</em> fighter found a <em>girdle of storm giant strength</em> and <em>gauntlets of ogre power</em> -- and a <em>+5 longsword</em>, of course. </p><p></p><p>His to-hit didn't really increase much, either -- except through those same magic items. This made a Robin Hood-style archery contest awkward.</p><p></p><p>(Robin Hood-style sword-play was also awkward, as was Ivanhoe-style jousting. Star Wars-style sword-play was also awkward, come to think of it.)</p><p></p><p></p><p>Exactly. I thought 3E had solved the problem with its Fighter class and bonus feat list. At a glance, I saw that you could build an archer, a knight, a samurai, etc. It didn't really play out that way though.</p><p></p><p></p><p>Unforgivable, really.</p><p></p><p></p><p>This is particularly odd when we look at the source material and see how many fantasy characters should be multi-classed human fighter/thieves, which the rules didn't (really) allow.</p><p></p><p></p><p>Also, the rules didn't lend themselves to such ad hoc calls; they didn't provide "hooks" for variations on the normal to-hit, then damage routine. If you want an archery contest, or a joust, or a light-saber battle, where do you begin?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 6019690, member: 1645"] As kids playing AD&D, my friends and I liked both the fighter and magic-user archetypes, but we definitely had the impression that the high-level magic-user was far more powerful. Whether the fighter was too weak or too powerful though, there was always the issue of [i]how[/i] his fighting prowess improved. His hit dice increased, which always strained credibility: "Go ahead, stab me! You [i]can't[/i] kill me with one hit!" His damage didn't really increase -- except that [i]every[/i] fighter found a [i]girdle of storm giant strength[/i] and [i]gauntlets of ogre power[/i] -- and a [i]+5 longsword[/i], of course. His to-hit didn't really increase much, either -- except through those same magic items. This made a Robin Hood-style archery contest awkward. (Robin Hood-style sword-play was also awkward, as was Ivanhoe-style jousting. Star Wars-style sword-play was also awkward, come to think of it.) Exactly. I thought 3E had solved the problem with its Fighter class and bonus feat list. At a glance, I saw that you could build an archer, a knight, a samurai, etc. It didn't really play out that way though. Unforgivable, really. This is particularly odd when we look at the source material and see how many fantasy characters should be multi-classed human fighter/thieves, which the rules didn't (really) allow. Also, the rules didn't lend themselves to such ad hoc calls; they didn't provide "hooks" for variations on the normal to-hit, then damage routine. If you want an archery contest, or a joust, or a light-saber battle, where do you begin? [/QUOTE]
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