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*Pathfinder & Starfinder
(Yet another) Try at fixing the Fighter
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<blockquote data-quote="Eldritch_Lord" data-source="post: 4913082" data-attributes="member: 52073"><p>Iron Heroes is a good source of scaling feats, and so is the Frank & K Tome series on the WotC boards. You can't really import Iron Heroes feats wholesale, because they assume a lack of the standard Vancian casters, but importing those and adding some more to cover the gaps should work well.</p><p></p><p>Iron Might...doesn't really work. It's an admirable effort, but they still have the Fighters Don't Get Nice Things mentality--so many of the simplest stunts are almost impossible to pull off because to use them you need to take -10 or -20 attack penalties (for instance, to blind the target for 1d4 rounds, you take a -30 (!) penalty to the attack roll).</p><p></p><p></p><p></p><p></p><p>That's the whole problem--there's no benefit to playing a lightly-armored fighter from levels 1-3.</p><p></p><p></p><p></p><p>The point of the scout's feature is to give him an "average" save (that goes from +1 to +9 instead of +0 to +6 or +2 to +12), so if you give the fighter more than that, you might as well just give him good Will and call it a day.</p><p></p><p></p><p></p><p>Good idea.</p><p></p><p>---------------------------------------</p><p></p><p>Essentially, the fighter isn't limited by his class as much as he is by the mechanics themselves. Make better feats ([Tactical] feats in particular), and the fighter gets better benefits in combat. Improve skills, and the fighter gets better benefits out of combat. Improving the fighter's chassis can only get him so far. You'd basically need to do the following:</p><p></p><p>1) Ditch the "You need a feat for that" and "Feats come in trees" mentalities. Why do you need an "Improved X" feat to remove the -4 penalty on maneuvers when there shouldn't be a penalty in the first place? Remove the -4 penalty and condense <em>all</em> the Improved X feats into one Improved Maneuvers feat, and you might have something worthwhile.</p><p></p><p>2) Make skills level-appropriate. Around 15th level, people should be able to Jump between planes, Tumble through <em>walls of force</em>, Craft weapons in an hour, and things like that; restricting skills to realism while casters are breaking the laws of physics doesn't work.</p><p></p><p>3) Improve weapons, either through the fighter himself or across the board. When casters are tossing around 10d6 evocations, fighters should at the very least be able to deal 5d6+Str+X weapon damage (and upping that to 10d6 as well would make the martial types better damage-dealers than the casters, which isn't a bad thing).</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 4913082, member: 52073"] Iron Heroes is a good source of scaling feats, and so is the Frank & K Tome series on the WotC boards. You can't really import Iron Heroes feats wholesale, because they assume a lack of the standard Vancian casters, but importing those and adding some more to cover the gaps should work well. Iron Might...doesn't really work. It's an admirable effort, but they still have the Fighters Don't Get Nice Things mentality--so many of the simplest stunts are almost impossible to pull off because to use them you need to take -10 or -20 attack penalties (for instance, to blind the target for 1d4 rounds, you take a -30 (!) penalty to the attack roll). That's the whole problem--there's no benefit to playing a lightly-armored fighter from levels 1-3. The point of the scout's feature is to give him an "average" save (that goes from +1 to +9 instead of +0 to +6 or +2 to +12), so if you give the fighter more than that, you might as well just give him good Will and call it a day. Good idea. --------------------------------------- Essentially, the fighter isn't limited by his class as much as he is by the mechanics themselves. Make better feats ([Tactical] feats in particular), and the fighter gets better benefits in combat. Improve skills, and the fighter gets better benefits out of combat. Improving the fighter's chassis can only get him so far. You'd basically need to do the following: 1) Ditch the "You need a feat for that" and "Feats come in trees" mentalities. Why do you need an "Improved X" feat to remove the -4 penalty on maneuvers when there shouldn't be a penalty in the first place? Remove the -4 penalty and condense [I]all[/I] the Improved X feats into one Improved Maneuvers feat, and you might have something worthwhile. 2) Make skills level-appropriate. Around 15th level, people should be able to Jump between planes, Tumble through [I]walls of force[/I], Craft weapons in an hour, and things like that; restricting skills to realism while casters are breaking the laws of physics doesn't work. 3) Improve weapons, either through the fighter himself or across the board. When casters are tossing around 10d6 evocations, fighters should at the very least be able to deal 5d6+Str+X weapon damage (and upping that to 10d6 as well would make the martial types better damage-dealers than the casters, which isn't a bad thing). [/QUOTE]
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(Yet another) Try at fixing the Fighter
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