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Why do some folks think fighters are useless?
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<blockquote data-quote="Belen" data-source="post: 1704252" data-attributes="member: 1405"><p>Fighters are exceptionally weak starting at around 12th. They just cannot compete with casters and their low will save makes them easy dominate candidates. Also, fighter feats just do not scale. The chains that a fighter really wants can be had by 8th or 9th level. Greater Focus and Specialization is a joke. Why would a fighter want another +1 to hit and +2 to damage? </p><p></p><p>In reality a fighter needs to be able to pick up a melee and ranged chain, but ability scores begin to be a problem with this. Also, a fighter has to spend a huge amount of money on weapons and armor while other classes are free to pick up cool items. Thus, a high level fighter will not even have the varied items that another class is free to have. Finally, the feats slow down at upper levels. They just do not get feats as often.</p><p></p><p>I have been thinking about some fixes though.</p><p></p><p>Magic weapons should be priced the same as armor. Weapons should not cost double the cost of armor. Why would a tiny sword cost the same to enchant as plate? Why is masterwork double when armor required a messload more material? That is a joke!</p><p></p><p>Weapon Focus/ Specialization: In my game, a fighter chooses to focus/ specialize in either slashing, piercing, or bludgeoning. For example, a fighter that is focused/ specialized in slashing gets the use of those feats with all slashing weapons.</p><p></p><p>Bonus feats: I added bonus feats at 13, 16, and 19 for fighters.</p><p></p><p>Fighter Abilities: I have played around with the idea of giving fighters a special ability as 4, 8, 12, and 16. I was thinking that they could get align weapon (1 type) at 4th, Greater Align (2 types) at 8th, Mettle (evasion for fort and will) at 12th, and Spell Resistance (10+con) at 16th.</p><p></p><p>Just some thoughts. What do you guys think?</p></blockquote><p></p>
[QUOTE="Belen, post: 1704252, member: 1405"] Fighters are exceptionally weak starting at around 12th. They just cannot compete with casters and their low will save makes them easy dominate candidates. Also, fighter feats just do not scale. The chains that a fighter really wants can be had by 8th or 9th level. Greater Focus and Specialization is a joke. Why would a fighter want another +1 to hit and +2 to damage? In reality a fighter needs to be able to pick up a melee and ranged chain, but ability scores begin to be a problem with this. Also, a fighter has to spend a huge amount of money on weapons and armor while other classes are free to pick up cool items. Thus, a high level fighter will not even have the varied items that another class is free to have. Finally, the feats slow down at upper levels. They just do not get feats as often. I have been thinking about some fixes though. Magic weapons should be priced the same as armor. Weapons should not cost double the cost of armor. Why would a tiny sword cost the same to enchant as plate? Why is masterwork double when armor required a messload more material? That is a joke! Weapon Focus/ Specialization: In my game, a fighter chooses to focus/ specialize in either slashing, piercing, or bludgeoning. For example, a fighter that is focused/ specialized in slashing gets the use of those feats with all slashing weapons. Bonus feats: I added bonus feats at 13, 16, and 19 for fighters. Fighter Abilities: I have played around with the idea of giving fighters a special ability as 4, 8, 12, and 16. I was thinking that they could get align weapon (1 type) at 4th, Greater Align (2 types) at 8th, Mettle (evasion for fort and will) at 12th, and Spell Resistance (10+con) at 16th. Just some thoughts. What do you guys think? [/QUOTE]
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Why do some folks think fighters are useless?
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