Fighter: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
No edit summary
(cleaned up)
Line 1: Line 1:
[[Image:tordek.jpg|thumb|right|[[Tordek]], The manliest of all the Fighters. He is in it for the bitches.]]
[[Image:tordek.jpg|thumb|right|[[Tordek]], The manliest of all the Fighters. He is in it for the bitches.]]
The '''Fighter''' is one of the basic classes in almost every RPG system ever made.
The '''Fighter''' is one of the basic classes in almost every [[RPG]] system ever made.


==Class role==
==Class role==
The fighter's primary role is serving as a meat shield and smashing (slicing, piercing, whatever) things inanimate, living, and undead (as well as any others you can possibly think of). Fighters are also traditionally good at physical activities like jumping, riding animals, balancing, and drowning under the weight of their own armor. However, given their tiny number of skill points, they can typically only be good at one or two skills while the rest languish.  Without fighter(s), a party typically needs tactics or a wizard mastermind of a high level to ensure that a GM with intelligence exceeding a doorknob doesn't pick at least one of them off any given day, or more likely; one guy who can summon creatures who make the fighter look totally lame by comparison, like Elder Earth Elementals.  Outside of combat and roleplaying, however, the fighter is vulnerable to skill checks.  For this reason, combat-focused rogues often MC into fighter for one or two levels for the bonus feats and HD.
The fighter's primary role is serving as a meat shield and smashing things. Fighters can wear armor and use powerful weapons. They are also traditionally good at physical activities like jumping, riding animals, balancing, and drowning under the weight of their own armor. Without fighter(s), a party typically needs to replace them via summoning or enchantment, to ensure that the GM doesn't casually pick off at least one party member on any given day.


==Dungeons and Dragons==
==Dungeons and Dragons==
In D&D the Fighter class has existed since the very first incarnations (then called "fighting-man").  In 3.x the fighter is a meatshield that gets loads of Feats, making it the only class that can take more than one full-size feat tree such as archery and weapon specialization. This is "balanced" by taking away virtually all skill use ability, which means that the Fighter (usually encased in heavy armor) would have difficulty jumping across a 5-foot hole if the DM made them roll for it.
In D&D the Fighter class has existed since the very first incarnations (then called "fighting-man").
In 1st 2nd and 3rd editions, the fighter's strength was endurance. Their killing power lasted far longer than that of the mages or clerics as they could not run out of sword. This benefit is, however, far outstripped by the fact that your average cleric could easily become a monster in close-combat, especially once one got to the higher levels (this being the main reason Fighters in 3.X are considered functionless wads of tissue).


Fighters were, for some unknown reason, considered seriously underpowered in D&D 3.5 up to the point of people saying "Yeah, sure, you can join; we could use a fighter. Just don't use any splatbooks." This was a polite way of refusing a request upon joining the partyIf so much as one guy could summon creatures in a party, the fighter is rendered totally useless because summoned creatures can do the tanking job better.
In the 1st and 2nd editions, the fighter's strength was endurance.  His killing power lasted far longer than that of magic-users, as he could not run out of sword. By rule, it was possible for a fighter to obtain a level of armor fairly early on that made him [[Drizzt|unhittable]] unless the attacker rolled a [[natural_20|natural 20]].  This even worked against touch attacks, as the rules granted them no bonus to hit.  Fighters could also mass many hit points.  They had the best "THAC0" chance of any class to hit enemies.  Gear loss was not a problem in 1e, as the fighter could wear any armor and use any weapon found. The optional 2e "proficiency" skill system didn't create much of a drawback for fighters, since the fighter penalty for using a weapon unskilled was only -2 to hit, and the nonweapon proficiencies were mostly worthless medieval fluff like Cobbling and Heraldry.  In 2nd edition, fighters received bonus attacks based on their level, and these bonus attacks had no penalty to hitWith new 2e rules for bows allowing 2 shots per combat round, with the advent of the composite longbow adding strength bonus to damage, and with the common sheaf arrow dealing an entire d10 hit die worth of damage, fighters were a serious threat at any range. At the same time, 2nd edition spells were limited by onerous regulations, costly material components, and permanent crippling of the caster, making fighters the 2e kings of the battlefield. However, the fighter's "saving throw" defenses against special attacks in both 1e and 2e were absolutely wretched, making him a sitting duck for paralysis, petrification, breath weapons, death magic, magic wands, spells, and most horribly, poison, which was everywhere in 1e and 2e and meant almost certain [[Rocks_fall,_everyone_dies|death]].


In 3.5, the fighter makes a scrumptious dip class for a melee character, offering full attack bonus and two feats for the first two levels.
In 3.x, the advent of [[Feats]] was supposed to make fighters more attractive to play.  The fighter gets loads of feats, making it the only class that can take more than one full-size feat tree (Archery, Weapon Specialization, etc.)  But feats were really a nerf in disguise. Fighters could no longer use the best weapons like the "spiked chain" without spending feats to do so, or taking a significant -4 penalty to hit.  The only feats really worth getting involved a horrible exploit in 3.0 called "the bag of rats" (the fighter dropped a bag full of rats in front of an enemy, then used Whirlwind Attack feat to attack all the rats in a single round, then used Great Cleave to get a free attack on the enemy for each rat killed.  This was clobbered in 3.5.)  There were other nerfs as well.  Bonus attacks received hit penalties that made them nigh worthless.  Bow rate of fire and damage was nerfed, and crossbows, which any character could use, got a significant damage increase.  The new skill system overtook things that any character could do in previous versions of the game, and with their tiny number of "skill points", fighters became helpless bumbling buffoons in just about everything.  Meanwhile, spells became so powerful that a single caster could bring down entire armies in one or two rounds.  The result was that your party was better off having any character with Summon Monster I than with a fighter.  Fighter became something you multi-classed your rogue or cleric into for one level, in order to get their level 1 automatic feats Martial Weapons, Tower Shields, all armors, +d10 hp, full attack bonus, and a bonus feat.


In 4th edition the Fighter is a "Defender", basically meaning that its main purpose is to serve as a meatshield and prevent the enemies from getting close to the squishies behind them. Fighters do more single-target damage than any other class in the game that isn't a "Striker" (and in some cases can out-damage strikers, especially if they get a lot of opportunity attacks).  They also make the squares around them a living hell for anyone who tries to move through them at all if they're marked. They come in five flavors: "Great Weapon" (uses two-handed weapons, considered to be a striker by the back door), "Guardian" (the archetypical 4th Edition fighter, uses a one-hand weapon and a shield, has primary access to most of the best Fighter powers including the truly awesome Tide of Iron at-will), "Battlerager" (a berserker fighter build, lives on yummy, yummy temporary hit points), "Tempest" (a two-weapon fighter build for those who feel like they cannot live without a two-weapon warrior who wears heavy armor), and "Brawler" (uses a one-handed weapon, but leaves the other hand open so they can grab people while breaking faces, use them as human shields, or snap necks).
In 4th edition, the Fighter is listed as a "Defender".  His main purpose is to serve as a meatshield and prevent the enemies from getting close to the [[wizard|squishies]] behind them. Fighters do more single-target damage than any other class in the game that isn't a "Striker" (and in some cases can out-damage strikers, especially if they get a lot of opportunity attacks).  They also make the squares around them a living hell for any marked foe who tries to move through them at all. They come in five flavors: "Great Weapon" (uses two-handed weapons, considered to be a striker "by the back door"), "Guardian" (the archetypical 4th Edition fighter, uses a one-hand weapon and a shield, has primary access to most of the best Fighter powers including the truly awesome Tide of Iron at-will), "Battlerager" (a berserker fighter build, lives on yummy, yummy, temporary hit points), "Tempest" (a two-weapon fighter build for those who feel like they cannot live without a two-weapon warrior who wears heavy armor), and "Brawler" (uses a one-handed weapon, but leaves the other hand open so they can grab people to use them as human shields, break faces, or snap necks).




{{D&D3-Classes}}
{{D&D3-Classes}}
{{D&D4-Classes}}
{{D&D4-Classes}}
{{dnd-stub}}[[Category:Dungeons & Dragons Classes]]

Revision as of 13:41, 3 April 2013

Tordek, The manliest of all the Fighters. He is in it for the bitches.

The Fighter is one of the basic classes in almost every RPG system ever made.

Class role

The fighter's primary role is serving as a meat shield and smashing things. Fighters can wear armor and use powerful weapons. They are also traditionally good at physical activities like jumping, riding animals, balancing, and drowning under the weight of their own armor. Without fighter(s), a party typically needs to replace them via summoning or enchantment, to ensure that the GM doesn't casually pick off at least one party member on any given day.

Dungeons and Dragons

In D&D the Fighter class has existed since the very first incarnations (then called "fighting-man").

In the 1st and 2nd editions, the fighter's strength was endurance. His killing power lasted far longer than that of magic-users, as he could not run out of sword. By rule, it was possible for a fighter to obtain a level of armor fairly early on that made him unhittable unless the attacker rolled a natural 20. This even worked against touch attacks, as the rules granted them no bonus to hit. Fighters could also mass many hit points. They had the best "THAC0" chance of any class to hit enemies. Gear loss was not a problem in 1e, as the fighter could wear any armor and use any weapon found. The optional 2e "proficiency" skill system didn't create much of a drawback for fighters, since the fighter penalty for using a weapon unskilled was only -2 to hit, and the nonweapon proficiencies were mostly worthless medieval fluff like Cobbling and Heraldry. In 2nd edition, fighters received bonus attacks based on their level, and these bonus attacks had no penalty to hit. With new 2e rules for bows allowing 2 shots per combat round, with the advent of the composite longbow adding strength bonus to damage, and with the common sheaf arrow dealing an entire d10 hit die worth of damage, fighters were a serious threat at any range. At the same time, 2nd edition spells were limited by onerous regulations, costly material components, and permanent crippling of the caster, making fighters the 2e kings of the battlefield. However, the fighter's "saving throw" defenses against special attacks in both 1e and 2e were absolutely wretched, making him a sitting duck for paralysis, petrification, breath weapons, death magic, magic wands, spells, and most horribly, poison, which was everywhere in 1e and 2e and meant almost certain death.

In 3.x, the advent of Feats was supposed to make fighters more attractive to play. The fighter gets loads of feats, making it the only class that can take more than one full-size feat tree (Archery, Weapon Specialization, etc.) But feats were really a nerf in disguise. Fighters could no longer use the best weapons like the "spiked chain" without spending feats to do so, or taking a significant -4 penalty to hit. The only feats really worth getting involved a horrible exploit in 3.0 called "the bag of rats" (the fighter dropped a bag full of rats in front of an enemy, then used Whirlwind Attack feat to attack all the rats in a single round, then used Great Cleave to get a free attack on the enemy for each rat killed. This was clobbered in 3.5.) There were other nerfs as well. Bonus attacks received hit penalties that made them nigh worthless. Bow rate of fire and damage was nerfed, and crossbows, which any character could use, got a significant damage increase. The new skill system overtook things that any character could do in previous versions of the game, and with their tiny number of "skill points", fighters became helpless bumbling buffoons in just about everything. Meanwhile, spells became so powerful that a single caster could bring down entire armies in one or two rounds. The result was that your party was better off having any character with Summon Monster I than with a fighter. Fighter became something you multi-classed your rogue or cleric into for one level, in order to get their level 1 automatic feats Martial Weapons, Tower Shields, all armors, +d10 hp, full attack bonus, and a bonus feat.

In 4th edition, the Fighter is listed as a "Defender". His main purpose is to serve as a meatshield and prevent the enemies from getting close to the squishies behind them. Fighters do more single-target damage than any other class in the game that isn't a "Striker" (and in some cases can out-damage strikers, especially if they get a lot of opportunity attacks). They also make the squares around them a living hell for any marked foe who tries to move through them at all. They come in five flavors: "Great Weapon" (uses two-handed weapons, considered to be a striker "by the back door"), "Guardian" (the archetypical 4th Edition fighter, uses a one-hand weapon and a shield, has primary access to most of the best Fighter powers including the truly awesome Tide of Iron at-will), "Battlerager" (a berserker fighter build, lives on yummy, yummy, temporary hit points), "Tempest" (a two-weapon fighter build for those who feel like they cannot live without a two-weapon warrior who wears heavy armor), and "Brawler" (uses a one-handed weapon, but leaves the other hand open so they can grab people to use them as human shields, break faces, or snap necks).


Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes