Legatus Legionis
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Because let me tell you: the people in various threads over in the 5e subforum all seem to think Fighter is "one who fights," but have wildly divergent attitudes about what "one who fights" means. For example, my suggestion of various "soldier"-informed features was immediately shot down with a response that not all Fighters--despite being "ones who fight"--are "trained soldiers."
So clearly "one who fights" doesn't answer the question in a meaningful sense.
That's why I made the joke post. It may be a technically correct answer, but it gets us nowhere.
First: D'karr covered the "meaningful does not mean equal."
Second, if other classes are getting more combat stuff so they can contribute more in that sphere, doesn't it then naturally follow that Fighters should get more non-combat stuff so they can contribute more in that sphere?
In other words, if we're questioning the "combat is for Fighters, not (really) for other classes" premise, why aren't we also questioning the complimentary premise, "things for other classes aren't (really) for Fighters"? If other classes have gained breadth by expanding into the combat sphere, increased breadth in other areas for the Fighter seems a perfectly viable alternative.
You're missing "... in the fantasy genre, or the literature/myth/legend that inspired it," when talking about what a character without supernatural powers "could do."To me, it seems that when people talk about the fighter, they're having two different conversations at the same time.
The first conversation is a debate over how the fighter is portrayed, in terms of what powers/abilities he has. One side wants to have a fighter that ultimately becomes an extremely skilled human (or demihuman) but doesn't innately develop any powers that are beyond what a character with no magic (not just no spellcasting, but no mystical/mythical abilities whatsoever) could do. They basically want a "peak-human" type of character, a la Conan or Captain America.
That's prettymuch a straw man. If you're OK was grafting supernatural powers onto a character, you'll just MC or play an exotic race or some other class or whatever to get what you want. It has nothing much to do with the fighter class at that point.The flipside to this are people who want a fighter that (eventually) develops magical/mystical/mythical abilities (which, again, are not spellcasting per se). These are the fighters that resemble superheroes that have out-and-out super powers, anime heroes, or most characters from fighting video games (e.g. Ryu, Sub-Zero, etc.). These characters are still "supposed" to be damage-dealers, but there's no particular reason why they can't have various powers that are - whether implicitly or explicitly - beyond what an "ordinary person" can do.
And in combat, for that matter. At some points in the game's history, the fighter has had a lot more in-combat options than others. Providing more in-combat options means more detailed, slower-to-resolve combat, whether those details are maneuvers for the fighters, generally-available maneuvers, or complex combat-useful spells for casters.I see this as being distinct from the second conversation, which is about what function fighters fulfill in the course of game-play. Here, the question becomes what the fighter can do outside of combat.
That's an odd accident of tradition. When the game first got rolling, much of the rules were focused on combat, including the few spells, and everything else but a few checks, like listening at doors or checking for surprise, was mostly just a matter of the players describing actions and the DM making judgments. Then the Thief was introduced to the game with a bunch of special-abilities (actually just skills), and those became off-limits for everyone else. Since the magic-user and cleric kept getting more spells, the class that fell through the cracks non-combat-ability-wise, was the fighter.In this regard, one side holds that the fighter doesn't really have much of a role outside of combat, and that's largely okay. The fighter's niche is (usually single-target) damage-dealing, and in this regard it does exactly what it sets out to do. For those on this side of the debate, the fighter doesn't really need to be able to do much else, simply because that's not what the class is designed to do. If you wanted to be an explorer or a social butterfly, the line of thinking goes, why would you play a class called "the fighter"?
There's a third idea, that non-class choices, like Backgrounds and feats can adequately cover non-combat ability, for everyone.Opposite to this are those who think that the fighter should not be inherently pigeon-holed away from non-combat functions. Here, the mode of thinking is that the fighter should have some method by which it can do more than just kill things. Moreover, it should not just be able to contribute in this regard, but of contribute meaningfully, which means doing so in a way that another class won't easily eclipse.
The class players go to for the most familiar and accessible of heroic fantasy archetypes. So the Knight in Shinning armor, the Robin Hood, the King Arthur, the Mighty Warrior, the lethal duelist, or the consummate martial artist. It should eschew supernatural powers like spellcasting. That doesn't preclude supernatural powers from other sources - a half-celestial or half-dragon could still be a fighter, for instance, or a fighter could use a magic item. The fighter class just needn't provide anything supernatural. Superhuman or preternaturally skillful or just supremely brave/lucky/etc, sure.So keeping this distinction in mind, what do you think the fighter class should be?
The fighter should certainly be able to eventually do any of the things that martial heroes from genre/myth/legend do, with magic coming into it only in the sense of aid from outside, like magic items. That means both superhuman abilities appropriate to those archetypes and routinely doing the profoundly improbable, pushing /beyond/ ordinary human limits (which are never absolute for the hero), or benefiting from 'luck,' narrative force, 'plot armor' or whatever you want to call it, via whatever mechanics can be devised to model such things.Should it have superhuman powers beyond that of the commoner, or should it be an ordinary person that's pushed himself to his absolute limits?
From a gameplay perspective, it's probably best to have all classes fully participating in all three 'Pillars.' Either that or have classes just handle combat abilities (which'd mean trimming a lot from most classes, 'utility spells' or rituals, in particular), and have other options, like Backgrounds handle the other two (which'd mean 'Ritual Caster' might be a whole background, and Rogue might become one instead of a class). Then you might have a Fighter w/Thief Background PC that essentially combined the combat ability of the fighter and the non-combat utility of the Rogue (and, I doubt such a character would be 'broken.')Is it alright for it to be focused on little more than fighting, or should the fighter have non-combat options comparable to other classes?
Not exactly true now (The Campion is the simplest sub-class, but the Battlemaster and EK beat out the Berskerker, at the very least, for complexity), and certainly not true in recent editions. The 3.x fighter required a lot of system mastery to build effectively, and, depending on that build, could be quite challenging and interesting to play, as well - in that edition, the Barbarian made a much better 'training wheels' class. In 4e, the classes weren't that far apart in complexity, and you could build a character and learn the game fairly easily playing whatever archetype you were interested in - but the Stiriker Role was arguably the simplest to use in play, and the fighter was a Defender. In that edition, the archer-ranger was often regarded as the simplest character.The Fighter is...
the simplest class and, as such, the easiest for new players to grasp and get them immersed in the fantasy world.
Though bizarrely, gamers do get in arguments over wizards having access to the humble cure light wounds, and similar spells. Most of us are awfully selective about who gets interchangeable parts, and who gets to choose from which parts.While I don't like the 'everyone is a spellcaster' model, there is one aspect of everyone being a spellcaster that does produce the right sort of design and that is that spells inherently allow for very broad build customization. No one gets in an argument that Wizards can't have access to fireball because not every Wizard is a fireball slinger. They understand without knowing that they understand that just because a wizard could toss a fireball doesn't mean he has to learn or use the spell. So while I don't like having martial classes limited by the same resource management limitations seen in spellcasting classes (the model seen in say Bo9S of 4e), I do like the idea of lists of interchangeable parts that can build up your particular fighter (the model of a fighter for the most part abandoned by Pathfinder).
The Fighter's the big strong dude who whacks things with bludgeony and pokey objects.
These are both descriptions of the fighter in in fiction terms. But that doesn't tell us anything about mechanics. Tony Vargas picks up on this point:The first conversation is a debate over how the fighter is portrayed, in terms of what powers/abilities he has. One side wants to have a fighter that ultimately becomes an extremely skilled human (or demihuman) but doesn't innately develop any powers that are beyond what a character with no magic (not just no spellcasting, but no mystical/mythical abilities whatsoever) could do. They basically want a "peak-human" type of character, a la Conan or Captain America.
The flipside to this are people who want a fighter that (eventually) develops magical/mystical/mythical abilities
This is right. What is key to playing a character and having a Conan-esque experience is that you almost always win, not because you are supernatural but because no one gets the better of you. Even if you are locked in a prison by a wizard, a harem girl who fell in love with you on an earlier occasion will come and rescue you (in The Hour of the Dragon).What characters like that do in genre is also not merely superhuman, but extremely improbable. They do things that may not be strictly speaking impossible, but which would require the wildest luck or most preternatural skill (or most likely both in large measure), and yet do them very consistently. There's Author force going on there, a sort of 'protagonist syndrome,' where events around the character, by the authors design, warp in his favor to allow him to always catch that branch when he falls, or have the horde of enemies attack him more-or-less one at a time, or always avoid every poisoned arrow in the barrage, or outrun the avalanche, or split the arrow or whatever. Crazy, impossible, super-human, but not quite supernatural thing after crazy impossible superhuman thing.
Once you take that fully into account (and D&D /does/ get most of the 'plot armor' side of that protagonist effect under hps, if you don't interpret them too narrowly), you have an idea of what the fighter 'should' be
This is the other post in the thread that really grapples with the issue from the perspective of game design rather than just an in-fiction perspective.What people don't get is that realistic and gritty is a whole lot more lethal than cinematic.
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The D&D fighter is, due to the nature of the hit point system, effectively armed with nerf weapons.
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The simple rule on which the fighter stands and falls is that if anyone has a reliable way round the hit point system the fighter should be first in line
By framing the situation as a combat one, of course it's easy to make the fighter seem like an easy class. Instead make the situation be this: you come across a door that is sealed shut, and engraved with strange runes. The newbie might find this easier to tackle playing a wizard rather than a fighter, especially if they've watched the first LotR movie.Get a new person to play a game of D&D. They have never played D&D before. They have seen, probably a few fantasy movies. Maybe some comic books or a novel. All they know how to do is roll a die.
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The Fighter PC is in the world. Knows their [very most] basic job and abilities. That player is playing D&D...hopefully imagining their character, envisioning the fight, getting more and more enwrapt in the fantasy story he/she is helping to create with every decision, action, and die roll.
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Oh no a goblin is coming at you!