You were trying to tell me that Fighters have an advantage over Barbarians, who get Light and Medium armor. If you weren't talking about Heavy armor, what was your point?
My point was that fighters won't be failing skill checks due to armor, unless they have unusually heavy armor and unusually low skill ranks. A fighter can swim in full plate armor at 3rd level or so in calm water.
1/ Wizards get more spells per day as they go up in level. Each of those spells gets more potent as they go up in level, and higher level spells tend to affect more opponents per action. Wizards are the definition of geometric power even if you only look at damage (which is the wrong way to look at them), since those 1.25 dice per level are applied to more enemies at a time as level increases.
But the rate at which they cast spells stays mostly the same. Wizard damage increases mostly linearally, and their endurance in a fight increases mostly linearally. Their overall effectiveness is geometrically increasing.... but that is equally true of the fighter, who becomes more damaging as well as more tough, meaning he, too, does more damage over more time.
"Spells that hold of or harass foes", like grease and wall of ice? How is wall of ice harder to pull off than grease?
For one thing: "Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails." I was mainly talking about spells with saves as opposed to environmental effects; it just so happens you picked a bad example.
Wall of ice is a different sort of spell. At 20th level, it has 60 hit points per section, which many fighters can destroy in a single round.
How is maze harder to pull off than hold person? (They're not. Higher level spells are just plain better than lower level spells.)
Well, it's an 8th level spell and has a shorter range. Those are two ways in which it is not as good: higher cost, and requiring you to be closer to your target.
The problem is that Clerics, Druids & Wizards are Batman. They have all the awesome utility spells and they can -- with forethought and preparation -- overcome almost anything. The problem is that the point comes where they can also out-damage, out-survive, and potentially out-fight the characters who aren't Batman, which leaves no niche at all for the non-Batman PCs.
Other than being Superman. And, of course, Batman is much more effective when he teams up with Superman, hence, the JLA.
Wizards must contend with being a gun. Fighters must contend with bringing a knife to a wizard fight.
Very apt. In a close range fight, a knife is more deadly, more reliable, and much more reusable than a gun.
It sounds like you're saying that the Cleric's life is worth more than the Fighter's life, if spending all your actions to save the Cleric is the same as avoiding a TPK.
Since the fighter is capable of saving the Cleric, that means that he is worth at least as much as the cleric.
The Cleric can summon a meat-shield and let him play Fighter, plus the Cleric won't have to heal him after combat. Summoning spells become effective around 7th level. Druids are even better at this than Clerics or Wizards.
Fighters are not meat shields. They can serve as one, but they are ultimately tactical specialists. Anyone who plays a fighter as a meat shield will likely be underwhelmed, just as anyone who plays a wizard as a living fireball wand. Specifically, there is nothing you can summon that has the feat selection of a fighter, and few things as versatile at tactics. Summoned creatures also don't have their own equipment, and they take a round to summon.
Other problems with summoned creatures: they are easily defeated by the second level spell, Magic Circle; they can be banished or dispelled; the duration is so short your opponents can often just retreat and regroup, leaving you the worse for one spell slot; they frequently require investments in spells or languages to be able to tactically direct them;... oh, yeah, and typically, they have worse numbers.
This is even more effective than usual when you're fighting things that destroy equipment (rust monster, bebelith),
A fighter is one of the best equipped to handle a rust monster, actually. Rather than endanger his equipment, he can simply kill it with his bare hands, experiencing almost no danger at all.
Bebiliths can be easily dispatched by ranged attacks.
things that fight in annoying environments (aboleth),
Why go there? And if you do, why not grab freedom of movement?
things that kill you for touching them (chaos beast),
... ranged attacks...
things that drain your stats (allip),
Seriously? An allip is dead against a fighter. If he doesn't have any magical weapons, he can always run away.
Good thing you have good Fortitude saves.
or things that fly, swim, or are made of fire.
Which you can kill with your composite bow.
Wizards can bind planar critters for longer-term service, and Clerics can call a planar ally. This is like a free feat -- Leadership, the best feat in the game -- except it stacks with Leadership.
And only grants you relatively straightforward monters, not fully featured cohorts. And who can still be banished, hedged, etc.
A single Druid's class feature (Animal Companion) is better at fighting than a Fighter at 1st level, and the Druid doesn't even have to pay to replace it if it dies.
That's utter bollocks. A fighter can take on a wolf... even in melee, which doesn't even have to happen. And a 1st level fighter is the best chance an animal companion is very going to have at the heavyweight title. After that, it only gets worse for the animal. At 20th level, the wolf has ... BAB +10. And it has to be taught its tricks.
A human 1st level fighter could take Toughness, Combat Expertise, and Improved Trip (not that I'm recommending this combo, but...) and have more hit points, a higher to-hit bonus, a better AC, and a better shot at tripping opponents. He can't... well, he can't track by scent.