Hunter In Darkness said:
See i keep hearing the boring part.Seems to me plays like that don't think hey what can I do.
Lets see charge,bull rush trip,disarm,sunder, just to name a few. The fighter should always be thinking what can I do not gee I guess I full attack cant do anything else.
Charge he can do. I will give you that. But let's take a look at the rest of your things to do.
Assuming level 10+, since this is when the fighter starts seriously lacking.
Sunder: Not only does it destroy potential loot, but it is also really only helpful against humanoids who use either weapons or magical items.
Bull rush: really starts to suffer at this level, since most monsters are bigger and stronger than the fighter, and many have more than 2 legs.
Disarm: See sunder.
Trip: see bull rush
Grapple: let's not even go there.
A sword&board won't deal enough damage to keep the monsters on him, he will suffer from a poor ratio of power-attack to by-pass DR and other defenses. Same with the archer and the two-weapon sucker. The two-hander pouncer can dish out serious damage, but he is even more than the rest, a one-trick-pony.
Basically, the fighter is boring, because at higher level, he is a liability instead of an asset. Splat-books help this a bit (especially PHB2 and Bo9S), but splat-books just make casters even more ridiculous.
Now, maybe this doesn't come up in your campaigns, and that is great for you. But lets face it, looking at the boards, there can be little doubt that a great number of people think the fighter is seriously underpowered and thus (in their minds) not fun to play, because people like to feel useful, not useless.
Cheers,