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Post by Admin Pete on Jul 6, 2018 13:36:39 GMT -5
It's not so much that fighters are too weak as it is they need more options than swing. One of the very few things that are good about 4th ED is the conceot of at will attacks. For example a fighter could have the following: Sure strike: does base weop. damage with no adds and thery are +2 to hit escalating attack,he gets +1 to hit every time he misses , up to+3. Power attack, -2 to hit, plus 2 on damage I love fighting-men and they have always seemed to me like they have plenty of options and I never get bored with combat. But then when combat is not the only option and there is a lot less of it, it is more special when it happens.
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Post by Admin Pete on Jul 6, 2018 13:42:38 GMT -5
It's not so much that fighters are too weak as it is they need more options than swing. One of the very few things that are good about 4th ED is the conceot of at will attacks. For example a fighter could have the following: Sure strike: does base weop. damage with no adds and thery are +2 to hit escalating attack,he gets +1 to hit every time he misses , up to+3. Power attack, -2 to hit, plus 2 on damage I know that I don't want to turn the game back into AD&D. The beauty of the ALT Combat system is that it is fast and easy. @gronanofsimmerya said something recently that I think was important, and I think that you just said something that relates to it.
A FIGHTER NEEDS MORE OPTIONS THAN JUST SWING.
Gronan stated something along the lines of needing to use Tactics. If you are just going to sit there and roll dice, the fighter will just stand there and swing his sword; but if the player comes up with an idea, or a plan this adds more options which actually might improve the system.
Player should think of more than just swing, tactics is IMO one of the really fun things about the game. I've never run a module, but a friend of mine a few years back wanted to run B-2 and tactics is how a five member first level party with three fighting-men, a cleric and a magic-user can take out an owlbear without losing a member. Also did it with a minotaur and some other unexpected things.
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Post by Admin Pete on Jul 6, 2018 13:45:53 GMT -5
In the rules-as-written, LBBs, the Fighting Man is the only character that can use all magical weapons. A big advantage here is Magical Swords in that the Fighting Man is the ONLY class of the base three that can use Swords, magical or otherwise. Depending upon your reading of the Magic Sword description you could surmise all magical swords are intelligent to some degree and likely to possess one or more "special powers." These special powers can add significantly valuable and advantageous abilities to the "simple" Fighting Man. Advantages normally only available to the other two magic using classes and even some later taken up by add on classes such as the Thief (think Find Traps.) In this light the Fighting Man is not weak at all. Some of the Extraordinary Abilities are pretty potent in and of themselves: Teleportation Flying Healing 1-4 Times Normal Strength Just to name a few. Add in the options available in Supplement One (Greyhawk) and the Fighting Man's prospects improve even more, IMNSHO :-) Yes, this is part of it. A lot of it in fact. The advantage of being able to use all weapons without penalty is huge. I disagree in the strongest possible terms that fighters do not have more options in OD&D and that all they can do is "just swing." Learn about tactics, such as flanking, the correct use of light versus heavy troops, placement of missile troops, et al. If you're using a fighter by the "stomp forward, stand there, and roll dice" method, the problem is not the lack of rules for the fighter. It's not about "my character is studly." It's "our team is functioning well to accomplish our objective." Oh yeah, now I strongly agree with this.
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