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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What Would Persuade You To Play A Fully Classed Fighter?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2797142" data-attributes="member: 2268"><p>Turn the fighter into the <strong>prime</strong> class for temporal power it was actually meant to be. Grant the <em>Leadership</em> feat as soon as possible, and give some details of the worldly careers a fighter can choose from at higher levels. Contrary to most other classes, the fighter isn't meant to stand alone at higher levels. He's supposed to lead men into battle, command a small army of his own, and eventually rule a tract of land. Reducing him to the "fighting machine" part of a pseudo-computer game does him no justice at all. Set up career choices, like "Knight at a lord's court" or "Leader of a mercenary group". Make sure it still keeps him in the adventuring game, though. Work with books like the <em>Stronghold Builder's Guidebook</em> or the <em>Book of Strongholds and Dynasties</em> to enable a fighter build a fortress for himself and his men. Award him (or her, of course!) land at some point in his career, or other rewards for his deeds, because usually the deeds of a fighter up to a certain level will have caught the attention of a ruler who would love to add that fighting potential to his army.</p><p></p><p>In short, don't tack on more rules mechanics and leave it to the player to puzzle out some roleplaying from it...create a bunch of roleplaying options and integrate them into the class' rules.</p><p>The same can be said for some of the other classes, by the way...barbarian forming a tribe, a rogue forming his own little gang, a wizard with an apprentice and a tower, a cleric leading a cloistered school, etc. A class becomes more attractive by how much it can move in the world the character is played in, not just by how many points of damage it can dispense with a single hit.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2797142, member: 2268"] Turn the fighter into the [b]prime[/b] class for temporal power it was actually meant to be. Grant the [i]Leadership[/i] feat as soon as possible, and give some details of the worldly careers a fighter can choose from at higher levels. Contrary to most other classes, the fighter isn't meant to stand alone at higher levels. He's supposed to lead men into battle, command a small army of his own, and eventually rule a tract of land. Reducing him to the "fighting machine" part of a pseudo-computer game does him no justice at all. Set up career choices, like "Knight at a lord's court" or "Leader of a mercenary group". Make sure it still keeps him in the adventuring game, though. Work with books like the [i]Stronghold Builder's Guidebook[/i] or the [i]Book of Strongholds and Dynasties[/i] to enable a fighter build a fortress for himself and his men. Award him (or her, of course!) land at some point in his career, or other rewards for his deeds, because usually the deeds of a fighter up to a certain level will have caught the attention of a ruler who would love to add that fighting potential to his army. In short, don't tack on more rules mechanics and leave it to the player to puzzle out some roleplaying from it...create a bunch of roleplaying options and integrate them into the class' rules. The same can be said for some of the other classes, by the way...barbarian forming a tribe, a rogue forming his own little gang, a wizard with an apprentice and a tower, a cleric leading a cloistered school, etc. A class becomes more attractive by how much it can move in the world the character is played in, not just by how many points of damage it can dispense with a single hit. [/QUOTE]
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What Would Persuade You To Play A Fully Classed Fighter?
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