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<blockquote data-quote="Oofta" data-source="post: 8547175" data-attributes="member: 6801845"><p>My point was that I feel like the rogue has been beefed up in combat while the fighter hasn't gained anything in the skills section. That and I'd be okay with a rogue being nearly effective at DPR if they were more of a glass cannon, but they aren't. My wife's rogue has the best AC in the group, which in part is because she cares about that kind of stuff but also because dex is simply too powerful IMHO. I would also say that fighters get combat options and roles that the rogue does not. Attacks can be used for other things than swinging a sword. Maybe they (or at least some subset) should get a good charge ability or similar, but I don't think that's what this thread is about.</p><p></p><p>The problem is even if you gave fighters more options for skills, such as specialization similar to rogues but fewer, some people would still claim it's not enough because in <em>their</em> games the only things that matter are the big flashy spells. I try to make sure that I balance things out, I have a "cheat sheet" with what people are proficient and good in to remind myself to call for things other than perception, history or arcana checks. On a couple of occasions the fighter has made mighty leaps that others could not have with an athletics check and that exceeded the strength times 10 rule. But that's all in the hands of the DM. Same way with the repercussions of spells, it's pretty much left in the hands of the DM. For example my players know that charming someone may come back to bite them (I'll remind them the target knows they were charmed if I think they don't already know) so they're more careful in their usage.</p><p></p><p>In any case, we're not adding much here. I agree fighters could use a bit of a boost on the skill side, I'm just not sure how much of a difference it would make. It certainly seems like it wouldn't be enough for some people. Without giving them explicitly supernatural capabilities that I think goes against the nature of the fighter unless you're talking about a specific archetype, I'm not sure what can be done. Then again I didn't see the problem when I played a fighter and don't see it now. Running a wizard or even a more complex fighter isn't for everyone, sometimes people just want to run a PC that bashes head in and drinks ale on their off hours.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8547175, member: 6801845"] My point was that I feel like the rogue has been beefed up in combat while the fighter hasn't gained anything in the skills section. That and I'd be okay with a rogue being nearly effective at DPR if they were more of a glass cannon, but they aren't. My wife's rogue has the best AC in the group, which in part is because she cares about that kind of stuff but also because dex is simply too powerful IMHO. I would also say that fighters get combat options and roles that the rogue does not. Attacks can be used for other things than swinging a sword. Maybe they (or at least some subset) should get a good charge ability or similar, but I don't think that's what this thread is about. The problem is even if you gave fighters more options for skills, such as specialization similar to rogues but fewer, some people would still claim it's not enough because in [I]their[/I] games the only things that matter are the big flashy spells. I try to make sure that I balance things out, I have a "cheat sheet" with what people are proficient and good in to remind myself to call for things other than perception, history or arcana checks. On a couple of occasions the fighter has made mighty leaps that others could not have with an athletics check and that exceeded the strength times 10 rule. But that's all in the hands of the DM. Same way with the repercussions of spells, it's pretty much left in the hands of the DM. For example my players know that charming someone may come back to bite them (I'll remind them the target knows they were charmed if I think they don't already know) so they're more careful in their usage. In any case, we're not adding much here. I agree fighters could use a bit of a boost on the skill side, I'm just not sure how much of a difference it would make. It certainly seems like it wouldn't be enough for some people. Without giving them explicitly supernatural capabilities that I think goes against the nature of the fighter unless you're talking about a specific archetype, I'm not sure what can be done. Then again I didn't see the problem when I played a fighter and don't see it now. Running a wizard or even a more complex fighter isn't for everyone, sometimes people just want to run a PC that bashes head in and drinks ale on their off hours. [/QUOTE]
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