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Why be a 3.5 fighter?
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<blockquote data-quote="CuRoi" data-source="post: 5382161" data-attributes="member: 98032"><p>Precisely. Its all an exercise in teamwork -if- you are doing it right. I see a lot of negative ideas about the fighter and I see alot of "well this class is better because it can kick a$$ by itself" responses. They all seem to be missing the point that unless you are just really lonely, you're playing DnD with a group. Each class / player can contribute something interesting and necessary to the mix. If only a few classes/players are consistently outshining everyone, your DM isn't doing his/her job. </p><p> </p><p>Sure, you can make any sort of broken combination of feats and powers to be a one man adventuring party by using the wealth of WotC material out there. Some people enjoy playing that way. You know, to each his own.</p><p> </p><p>However this style of play tends to ignore the fact that there are several other people at the table, which, if they were working as a team, could accomplish things more effectively.</p><p> </p><p>So anyway, why play a fighter? Because someone needs to be able to go toe to toe with the badguys and match them sword blow for sword blow. Why can't someone else do it you ask? I don't know, could be any number of reasons...maybe...</p><p> </p><p>Your Barbarian is napping after his hulk-out performance</p><p> </p><p>Your "Battle Cleric" used all his spells on Buffs for himself in the previous fight (good your AC and Combat Expertise kept you from getting hit cause this guy doesn't heal -anyone-)</p><p> </p><p>Your Paladin's horse can't fit in the dungeon so he is dutifully waiting out front with the party mounts.</p><p> </p><p>Your Wizard just failed a Fort save and is taking a dirt nap (lucky you didn't even to roll to suceed)</p><p> </p><p>Your Sorcerer was just shut down by a simple Obscuring Mist (or other vision hampering spell) </p><p> </p><p>Your Rogue is just hiding somewhere waiting for someone, anyone that can actually survive in melee reach of the BBG to give him a flank.</p><p> </p><p>etc. etc.</p><p> </p><p>In my groups and my campaigns, Fighter has always been a viable choice. I'm positive mileage may vary per player and DM. However, IMO if the core fighter is suddenly not a viable class in a game, some adjustments need to be made in the way you are playing the game. The DM needs to either place limits on material that can be used so the core rules aren't obsolete; modify the fighter class so it isn't obsolete; or just go ahead and replace it entirely with the "cool new option" that works in their game. Frankly, I'm not a fan of the endless rule stretching supplements available and prefer creative players with vanilla rulesets as opposed to creative rules with predictable players. Again, to each his own.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5382161, member: 98032"] Precisely. Its all an exercise in teamwork -if- you are doing it right. I see a lot of negative ideas about the fighter and I see alot of "well this class is better because it can kick a$$ by itself" responses. They all seem to be missing the point that unless you are just really lonely, you're playing DnD with a group. Each class / player can contribute something interesting and necessary to the mix. If only a few classes/players are consistently outshining everyone, your DM isn't doing his/her job. Sure, you can make any sort of broken combination of feats and powers to be a one man adventuring party by using the wealth of WotC material out there. Some people enjoy playing that way. You know, to each his own. However this style of play tends to ignore the fact that there are several other people at the table, which, if they were working as a team, could accomplish things more effectively. So anyway, why play a fighter? Because someone needs to be able to go toe to toe with the badguys and match them sword blow for sword blow. Why can't someone else do it you ask? I don't know, could be any number of reasons...maybe... Your Barbarian is napping after his hulk-out performance Your "Battle Cleric" used all his spells on Buffs for himself in the previous fight (good your AC and Combat Expertise kept you from getting hit cause this guy doesn't heal -anyone-) Your Paladin's horse can't fit in the dungeon so he is dutifully waiting out front with the party mounts. Your Wizard just failed a Fort save and is taking a dirt nap (lucky you didn't even to roll to suceed) Your Sorcerer was just shut down by a simple Obscuring Mist (or other vision hampering spell) Your Rogue is just hiding somewhere waiting for someone, anyone that can actually survive in melee reach of the BBG to give him a flank. etc. etc. In my groups and my campaigns, Fighter has always been a viable choice. I'm positive mileage may vary per player and DM. However, IMO if the core fighter is suddenly not a viable class in a game, some adjustments need to be made in the way you are playing the game. The DM needs to either place limits on material that can be used so the core rules aren't obsolete; modify the fighter class so it isn't obsolete; or just go ahead and replace it entirely with the "cool new option" that works in their game. Frankly, I'm not a fan of the endless rule stretching supplements available and prefer creative players with vanilla rulesets as opposed to creative rules with predictable players. Again, to each his own. [/QUOTE]
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Why be a 3.5 fighter?
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