This looks like a job for...Lord Mistborn wrote:There is no source material that gives you level 11+ Fighters full stop. You can not square this circle and make mundane sword guy a valid high level option. It. Can. Not. Be. Done.

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This looks like a job for...Lord Mistborn wrote:There is no source material that gives you level 11+ Fighters full stop. You can not square this circle and make mundane sword guy a valid high level option. It. Can. Not. Be. Done.

RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
Lord Mistborn wrote:There is no source material that gives you level 11+ Fighters full stop. You can not square this circle and make mundane sword guy a valid high level option. It. Can. Not. Be. Done.

I don't really get it. I'm not a Fighter advocate, I want crazy power sources for crazy fantasy games. I want Mystic Knights and DBZ Warriors, not Fighters.Aryxbez wrote: It worked as the solution for 3rd edition, it works as temporary solution for something that already exists. However, going forward, in regards to fixing them for the future of a new Fantasy RPG, going to want to attach power source for fiat & player agency. You can have multiple of them, doesn't have to "sound" spellcaster-y, but you indeed want to have one, even if it's just "Wuxia". Otherwise, I'd imagine there wouldn't be any issue with the way [Tome] Soldier has Ex-based superpowers for being that awesome (I'm fine with that, but still brings up the concern in the link).
Frank already addressed that. The "flavor" of an ability is crucial to understanding what it actually does (otherwise the ability only ever does "push 2 squares").infected slut princess wrote:The rules for an ability define what it does. The flavor of the ability does not do that.
So your idea of a level 25 challenge is "drive some demihuman bandits out of a village"?Avoraciopoctules wrote: http://en.wikipedia.org/wiki/Gold_Box
sabs wrote:And Yes, being Finnish makes you Evil.
virgil wrote:And has been successfully proven with Pathfinder, you can just say you improved the system from 3E without doing so and many will believe you to the bitter end.
TL, DR: Sorcerers are simpler to use but Prepartion is part of what made the earlier version of D&D, D&D. Same goes for Fighters. But Fighters have gotten weaker because instead of working on making fighters awesome, we've been making too many Sword Dudes who do the things that made fighters unique back in the old days PLUS given them some kind of superpower related to their archetype and this makes solutions difficult.Drolyt wrote:What has to be recognized is that the fighter is an incomplete concept. By contrast, the paladin is a pretty strong concept, a crusading knight of justice and chivalry with all the trappings of the Knights of the Round Table and the Twelve Peers. Paladin is the class you take if you want to play Sir Lancelot or Roland or King Arthur himself, or just your generic knight in shining armor. It is not clear what mythical characters embody the concept of "fighter". Which is fine, if you admit that the fighter is not a full class like the paladin, ranger, or berserker (the "barbarian" class can die in a fire) but a kit to create characters that don't fall into one of the other categories (maybe you don't have a samurai class, luckily the fighter is there). Which is kind of what the 3e fighter does, but feats are so meaningless in terms of actual concept while simultaneously providing sufficient bonuses to such narrow circumstances that you end up with "the character who is really good at swinging a sword" or "the character that is really good at tripping" or even "the character that is really good at charging, specifically with one weapon and only when riding a Pegasus". Which, even if they worked mechanically, aren't character concepts on the same level as "a knight errant who sallies forth to right all wrongs" or "legendary warrior who channels primal spirits to destroy his foes" or even "guy who is friends with animals".
The only comparable (not homebrewed) D&D class I know of is the sorcerer. Depending on spell selection you can make a wide variety of different spellcasters out of the one class. They don't get the respect they deserve because wizards and codzilla basically encompass every possible sorcerer but in one class, though I'd say it was the prepared spellcasters that were designed poorly. I suppose the martial adepts were the closest that WotC came to this idea, but there are too few (really different) options with too many traps for it to work like I've described.
Freeza has nothing on Ryotsu, he's hopelessly outclassed.OgreBattle wrote:Lord Mistborn wrote:There is no source material that gives you level 11+ Fighters full stop. You can not square this circle and make mundane sword guy a valid high level option. It. Can. Not. Be. Done.
The AD&D Fighter:
(read Right to Left)High resilience and reliance on magical tools.
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Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
Most of us have already agreed with Mistborn that a) fighter is a poor concept and b) sword swinging does not work in D&D right now. What is entirely unclear is the rest of his grand vision. Most of us think there is a need for characters like Conan/Roland/Beowulf/Aragorn/etc. but Mistborn doesn't like them because they don't work at high levels. Then when we propose ways for them to work at high levels it apparently doesn't fit the source material. Yet he still hasn't explained how that bothers him but spellcasters that look like they belong in Marvel Comics are fine.icyshadowlord wrote:Mistborn kind of has a point, if only in the context of a 3.5e Fighter trying to be useful in a setting at level 11 and above.
Curiously, when I presented kaelik's classes to my players (cold dudes, storm lords, etc) I got exactly a "wait, are we playing a super-heroes game now?" / "are these from that last airbender show?" reactions. This just goes to show how that while we all agree that D&D is its own genre, most of us will disagree about what that genre is.Drolyt wrote:Most of us have already agreed with Mistborn that a) fighter is a poor concept and b) sword swinging does not work in D&D right now. What is entirely unclear is the rest of his grand vision. Most of us think there is a need for characters like Conan/Roland/Beowulf/Aragorn/etc. but Mistborn doesn't like them because they don't work at high levels. Then when we propose ways for them to work at high levels it apparently doesn't fit the source material. Yet he still hasn't explained how that bothers him but spellcasters that look like they belong in Marvel Comics are fine.icyshadowlord wrote:Mistborn kind of has a point, if only in the context of a 3.5e Fighter trying to be useful in a setting at level 11 and above.
Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
The fixes do fit source material, just not the ones that Roy Jr approves of.Drolyt wrote:Then when we propose ways for them to work at high levels it apparently doesn't fit the source material.
And there are two pure fighter characters in Last Airbender.nockermensch wrote:Curiously, when I presented kaelik's classes to my players (cold dudes, storm lords, etc) I got exactly a "wait, are we playing a super-heroes game now?" / "are these from that last airbender show?" reactions. This just goes to show how that while we all agree that D&D is its own genre, most of us will disagree about what that genre is.Drolyt wrote:Most of us have already agreed with Mistborn that a) fighter is a poor concept and b) sword swinging does not work in D&D right now. What is entirely unclear is the rest of his grand vision. Most of us think there is a need for characters like Conan/Roland/Beowulf/Aragorn/etc. but Mistborn doesn't like them because they don't work at high levels. Then when we propose ways for them to work at high levels it apparently doesn't fit the source material. Yet he still hasn't explained how that bothers him but spellcasters that look like they belong in Marvel Comics are fine.icyshadowlord wrote:Mistborn kind of has a point, if only in the context of a 3.5e Fighter trying to be useful in a setting at level 11 and above.
Huh what? The idea of a Storm Mage who shoots lightning made think they had to be playing a supers game instead of a fantasy RPG because Storm Mages and Ice Mages are weird things that don't belong in fantasy RPGs?nockermensch wrote:Curiously, when I presented kaelik's classes to my players (cold dudes, storm lords, etc) I got exactly a "wait, are we playing a super-heroes game now?" / "are these from that last airbender show?" reactions. This just goes to show how that while we all agree that D&D is its own genre, most of us will disagree about what that genre is.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
You seem to have collapsed together Suki and Sokka. Suki proves capable against mook-level firebenders with regularity, but I don't think she's won a single fight with a major antagonist, so whether or not she counts depends on how you're defining "worthless."sabs wrote: 1) Sukko who is a liability in 90% of the fights, and is helpful only in that he's forced to try and think his way out of situations, because he is otherwise worthless.
Chamomile wrote:You seem to have collapsed together Suki and Sokka. Suki proves capable against mook-level firebenders with regularity, but I don't think she's won a single fight with a major antagonist, so whether or not she counts depends on how you're defining "worthless."sabs wrote: 1) Sukko who is a liability in 90% of the fights, and is helpful only in that he's forced to try and think his way out of situations, because he is otherwise worthless.
I think it's the always on nature of their powers that make people think on super-heroes. At least that was my initial assessment. Later I got the idea that people can dislike some classes for flavor reasons only. Whatever the D&D genre is, people seem to agree that it contains valorous knights, mysterious wizards in their towers, wily thieves in guilds and pious clerics in their churches, and so on. How do storm lords fit into this picture? Maybe I had approached the players with fluff that integrated them in the world, they'd call the class awesome.Kaelik wrote:Huh what? The idea of a Storm Mage who shoots lightning made think they had to be playing a supers game instead of a fantasy RPG because Storm Mages and Ice Mages are weird things that don't belong in fantasy RPGs?nockermensch wrote:Curiously, when I presented kaelik's classes to my players (cold dudes, storm lords, etc) I got exactly a "wait, are we playing a super-heroes game now?" / "are these from that last airbender show?" reactions. This just goes to show how that while we all agree that D&D is its own genre, most of us will disagree about what that genre is.
WTF?
Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
And in Throne of Bhaal, he loses his bhaalspawn powers when he gets revived as a player character. He had a few other tricks, but those probably came from his fighter kit.Wrathzog wrote:Devil's Advocate: Sarevok was a demi-god and a lot of his power came from being a bhaalspawn. That's still sort of true in BG2.
More "fight your way through Lolth's Abyss, filled with dozens of types of magical giant spiders." And fighters were pretty awesome there.Starmaker wrote:So your idea of a level 25 challenge is "drive some demihuman bandits out of a village"?Avoraciopoctules wrote: http://en.wikipedia.org/wiki/Gold_Box
From Zhentil Keep, travel to the Black City of Mulmaster in the southeast corner of the map. You must defeat the monsters in the arena to gain
passage to Arcam. The first wave is two black dragons; the second is Purple worms and displacer beasts, and the third wave (which attacks maybe one time in ten) consists of salamanders and pyro snakes.
A beholder will come up to you. It says that you have earned an interview with Arcam. Will you go? Agree and follow the beast out of the arena and into the tunnels below. You need to proceed south, through Arcam's Hall of Victory (1). In the next chamber is the chancellor of Arcam. If you come to the chancellor before this point in the game, he will assign you a task (eliminating other allies, like Marcus, Manshoon or whomever, offer to pay you for it, and have margoyles escort you out exit A). At this point, he decides that you are becoming too dangerous and orders the legions inside the chamber against you.
Defeat the chancellor and the many margoyles and you will see Arcam drift out of view to the south. Follow him south and west, looping back around to the east where you are confronted by a red mage saying that Arcam wishes to parley. He offers a bag of gems in return. If you attack him, he utters a command word and fire elementals jump out. After defeating them and continuing east you will run into a dungeon (3) off to the north. Rescue the prisoner in the northeast corner, then go down to level 2 (B).
Upon arrival in level 2, you discover that you are on the outskirts of the Hall of the Dead. If you step into the hall, you are attacked by undead (obviously). You can either use exit C or D to go down to level 3, however if you go directly south to exit C you will be ambushed by more undead. Looping around to the west and doubling back is much more effective.
When you arrive on level 3, go down the hallway. You will notice a door on the south wall, which leads into the Labyrinth. Think back to the chant that the Banites were using, if you happened to run into them. In any event, you'll have to wander around until you find the exit, or you can simply follow these directions. From just inside the entrance (4), take one step to the east. Turn south, take three steps, then turn around without moving. This is the exit, which will take you to the room immediately to the east (5).
Go north from here into the next room where some of Arcam's allies are trying to set up and ambush. They won't be prepared for you however, and as you engage them in battle Arcam floats off north. Follow him north into a large square room (6). This is Arcam's chamber, which contains organized resistance. After defeating the group of monsters guarding the door, you will be informed that the room is full of odd ornaments and stalactites, which are good hiding places for defenders (or, in other words, if you move too much you get attacked).
Proceed to the northwest corner of the room where Arcam finally faces you. Arcam, who turns out to be a beholder is accompanied by another of his kind. Don't bother with magic; you have to go right to the jugular because both of the monsters are magic resistant. The ladder to the next level is immediately to the west (F), but if you go to the southwest corner of Arcam's chamber and go west through the arches to the southwest corner, you will discover the treasure trove of Arcam (7).
When you reach level 4, you will enter a room to the east with a lone, stone sentinel inside it, in the shape of a dragon (8). When you try to walk past
it, it senses the Horn of Doom, and calls its dragon allies from the north, who swoop down on you and attack. Once they're defeated, you can rest
in the room to the north. Proceed east to the next room (9), which contains a huge statue, this time of a spider with a thousand eyes looking down upon you.
You guessed it, when you try to walk by, the spider senses the Crystal Ring and calls spiders from the room in the north to attack you. Once you
defeat them go to the east into the next room (10). Inside this room, the party will notice a giant black hand jutting from the far wall. The hand is
in the shape of a clenched fist. When you approach it, it senses Bane's Talisman, the fingers spread out revealing a portal, from which Bits o Moander
and walking trees attack you from.
Once you defeat them, go through the portal inside the hand and teleport to Elminster's camp in Limbo. He congratulates you on getting this far, then says that he's going to send you into Bane's Land.