Fighters fight, Magic Users use magic, Thieves thieve... but MUs and Thieves ALSO fight! So, what distinguishes the Fighter?
Right now, it's the ability to use heavy armor, all weapons, and Bonus Feats... Of course, other classes (especially Prestige Classes) ALSO get Bonus Feats!
As other classes get new Special Abilities and Bonus Feats (despite the fact that they are from a much more limited list, and often offer NO selection), many 3Ers yell that the Fighter's "Thunder" is being "stolen".
The problem, as I see it, is that Fighters are predicated upon something that everyone else can do (at least to some extent). The question is: How do we fix it?
Note to Moderators: "How to Fix the Fighter" could go in House Rules, yes, but then again, since it's a D&D class, it could go in D20 D&D, so I stuck it in general... It's gotta go someplace!
Anyway, how to fix the Fighter?
One way is to make him more flexible.... Up the skill points, and allow him to select a certain number of non-class, non-exclusive skills as "his" (or "her") class skills. Thus, almost every Fighter is (or at least could be) slightly different from the rest.
Another idea is to add new abilities that allow Fighters to be better Soldiers, instead of Warriors... In other words, new abilities that allow them to do what Fighters do best, and do it better than anyone else when they work collectively together: fighting in formation. (More on that, shortly!)
Another things 3e lacks, but Fighters should be able to do, is to command units of troops. This is something EVERY PC should be able to do, to some extent. The Leadership Feat should improve this ability. Barbarians should be able to commands large groups of Barbarians, and both Rangers and Paladins slightly larger units than other classes (especially if the Paladin is commanding holy troops of his type), and even Clerics, Monks, and Wizards should have some small ability (especially with their own kinds), but the Fighter should be the best at doing what Fighters have always done: commanding armies!
Probably the easiest way to handle this is to allow PCs to adequately control one non-mount "character" (animal companion, familiar, NPC, etc.) per level, PLUS any "bonus NPCs" for Leadership. The number is doubled for "similar creatures" (a Cleric or Paladin and his church-members, a Druid and his animals, a Rogue and his Guild-mates, etc.). The Fighter, however, gets and additional number of "controllable NPCs" per level.
In addition, Fighter-types (only) give a slight bonus to their units, when fighting in formation, based upon their level. Perhaps +1/10 levels. Thus, a typical Captain (seventh level) adds nothing, while a General of level 10 adds +1, and a 20th level Fighter adds +2 to units under his/her command. This number is used to improve the BAB and Morale of units under the General's command, as long as they are within their "Control Radius".
How far away troops can be and remain under the control of their commander would also be level dependent, and again, Fighters would be the best, Barbarians, Rangers, and Paladins next-best, and then the other classes.
Hence, Fighters can control more troops of disimilar sorts, from farther out, and have them attack better. Sounds much like a Fighter's job, to me!...
Another thing that can be done is to give level 10+ Fighters automatic proficiency in Siege Engines of various types. The other Fighter-type classes could get their choice of a few, and ALL classes could learn them via Feats, if they wanted to, but only the 20th level Fighter would receive them all (and how many Wizards would really want Assault Ladder Proficiency, anyway?) Again, this seems to me a job that Fighters should be doing; manning the catapults, battering rams, movable mantlets, picks, and screws! Whether assaulting the walls, or defending them, on land, aboard ships, etc., this is where the Fighter should both lead and shine, with Barbs, Rangers, and Paladins close seconds, and Rogues, Bards, and other such classes distant thirds.
(Note: Anyone could manage a small group of defenders inside the walls or aboard ship, but a Fighter's troops will be larger, under control more often, and attack/defend better.)
Since mobile troops will sooner or later pass outside a commander's control radius, military units will have to be organized just as they are in real life: with Captains under Generals, and Sergeants under them, etc. Units not under control (their commander is dead, or they're outside his/her control radius) will be more likely to panic, flee, act randomly, etc.
In order to reflect "Out of Control" troops, perhaps troops IN control could use their Commander's saves as their own (since these will generally be higher), while troops uncontrolled use their own, and suffer a -1 Morale Penalty.
Of course, all this is just begging for a mass-combat system...
Right now, it's the ability to use heavy armor, all weapons, and Bonus Feats... Of course, other classes (especially Prestige Classes) ALSO get Bonus Feats!
As other classes get new Special Abilities and Bonus Feats (despite the fact that they are from a much more limited list, and often offer NO selection), many 3Ers yell that the Fighter's "Thunder" is being "stolen".
The problem, as I see it, is that Fighters are predicated upon something that everyone else can do (at least to some extent). The question is: How do we fix it?
Note to Moderators: "How to Fix the Fighter" could go in House Rules, yes, but then again, since it's a D&D class, it could go in D20 D&D, so I stuck it in general... It's gotta go someplace!
Anyway, how to fix the Fighter?
One way is to make him more flexible.... Up the skill points, and allow him to select a certain number of non-class, non-exclusive skills as "his" (or "her") class skills. Thus, almost every Fighter is (or at least could be) slightly different from the rest.
Another idea is to add new abilities that allow Fighters to be better Soldiers, instead of Warriors... In other words, new abilities that allow them to do what Fighters do best, and do it better than anyone else when they work collectively together: fighting in formation. (More on that, shortly!)
Another things 3e lacks, but Fighters should be able to do, is to command units of troops. This is something EVERY PC should be able to do, to some extent. The Leadership Feat should improve this ability. Barbarians should be able to commands large groups of Barbarians, and both Rangers and Paladins slightly larger units than other classes (especially if the Paladin is commanding holy troops of his type), and even Clerics, Monks, and Wizards should have some small ability (especially with their own kinds), but the Fighter should be the best at doing what Fighters have always done: commanding armies!
Probably the easiest way to handle this is to allow PCs to adequately control one non-mount "character" (animal companion, familiar, NPC, etc.) per level, PLUS any "bonus NPCs" for Leadership. The number is doubled for "similar creatures" (a Cleric or Paladin and his church-members, a Druid and his animals, a Rogue and his Guild-mates, etc.). The Fighter, however, gets and additional number of "controllable NPCs" per level.
In addition, Fighter-types (only) give a slight bonus to their units, when fighting in formation, based upon their level. Perhaps +1/10 levels. Thus, a typical Captain (seventh level) adds nothing, while a General of level 10 adds +1, and a 20th level Fighter adds +2 to units under his/her command. This number is used to improve the BAB and Morale of units under the General's command, as long as they are within their "Control Radius".
How far away troops can be and remain under the control of their commander would also be level dependent, and again, Fighters would be the best, Barbarians, Rangers, and Paladins next-best, and then the other classes.
Hence, Fighters can control more troops of disimilar sorts, from farther out, and have them attack better. Sounds much like a Fighter's job, to me!...
Another thing that can be done is to give level 10+ Fighters automatic proficiency in Siege Engines of various types. The other Fighter-type classes could get their choice of a few, and ALL classes could learn them via Feats, if they wanted to, but only the 20th level Fighter would receive them all (and how many Wizards would really want Assault Ladder Proficiency, anyway?) Again, this seems to me a job that Fighters should be doing; manning the catapults, battering rams, movable mantlets, picks, and screws! Whether assaulting the walls, or defending them, on land, aboard ships, etc., this is where the Fighter should both lead and shine, with Barbs, Rangers, and Paladins close seconds, and Rogues, Bards, and other such classes distant thirds.
(Note: Anyone could manage a small group of defenders inside the walls or aboard ship, but a Fighter's troops will be larger, under control more often, and attack/defend better.)
Since mobile troops will sooner or later pass outside a commander's control radius, military units will have to be organized just as they are in real life: with Captains under Generals, and Sergeants under them, etc. Units not under control (their commander is dead, or they're outside his/her control radius) will be more likely to panic, flee, act randomly, etc.
In order to reflect "Out of Control" troops, perhaps troops IN control could use their Commander's saves as their own (since these will generally be higher), while troops uncontrolled use their own, and suffer a -1 Morale Penalty.
Of course, all this is just begging for a mass-combat system...
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