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[+]What does your "complex fighter" look like?
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<blockquote data-quote="Celebrim" data-source="post: 8764399" data-attributes="member: 4937"><p>Certainly a big part of making the fighter work is having sufficient crunch available to everyone, fighter or not, in the combat system. It's not usually enough to just rework the class itself. Spells are part of the class description of spell-casters so if you want to rework spell-casters a big part of that is dealing with spells. If you want to rework the fighter, the combat system is part of the class description of the fighter so there has to be a basic maneuver system in place to begin with that the fighter can expand on as the one that is good at it.</p><p></p><p>This means having things like grapple, trip, clench, shove, tackle, throw, disarm, shield bash, shield wall, fighting in ranks, distract, feint, etc. built into the system at a decent level of complexity so that you can say things like "The fighter adds some bonus on all combat maneuvers or to resist all combat maneuvers" starting right at 1st level or at least that you can have feats available to do that sort of thing if you don't do it as a core class power (because not every fighting style, say an archer, benefits from it so configurability is key). The fewer levers you have to pull on in the system, the harder it is to write combat feats/maneuvers that do interesting things without creating unwanted silos that break the kindergartener rule that basic fictional positioning shouldn't require a class power or other chargen resource.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8764399, member: 4937"] Certainly a big part of making the fighter work is having sufficient crunch available to everyone, fighter or not, in the combat system. It's not usually enough to just rework the class itself. Spells are part of the class description of spell-casters so if you want to rework spell-casters a big part of that is dealing with spells. If you want to rework the fighter, the combat system is part of the class description of the fighter so there has to be a basic maneuver system in place to begin with that the fighter can expand on as the one that is good at it. This means having things like grapple, trip, clench, shove, tackle, throw, disarm, shield bash, shield wall, fighting in ranks, distract, feint, etc. built into the system at a decent level of complexity so that you can say things like "The fighter adds some bonus on all combat maneuvers or to resist all combat maneuvers" starting right at 1st level or at least that you can have feats available to do that sort of thing if you don't do it as a core class power (because not every fighting style, say an archer, benefits from it so configurability is key). The fewer levers you have to pull on in the system, the harder it is to write combat feats/maneuvers that do interesting things without creating unwanted silos that break the kindergartener rule that basic fictional positioning shouldn't require a class power or other chargen resource. [/QUOTE]
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[+]What does your "complex fighter" look like?
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