Prak_Anima wrote:sadly it's true. Some/most will like the revisions to classes that allow them to participate on the same level as a beholder/their wizard buddy, but then you show them feats and talk to them about edge, and their eyes, at best, immediately gloss over.
I find when talking about "Edge" that the best way to discuss it is to talk about the basic elements necessary for a person to engage in combat.
The most basic thing is ultimately the "desire" to want to hurt and kill an opponent.
That, right there is +1 BaB. A level 1 Fighter is... actually pretty fucking powerful; they can wield a wide range of weapons, wear a staggering array of armour, and know how to use every style of sheild in a fight.
They can murder a mortal enemy with a single strike if they use a two-handed weapon, or two strikes if they are using almost anything else.
People need to realize
that fact before they can even grasp the fact that a +1 BaB is a massive thing; and that every point of BaB means that you are gaining rapidly increasing skill and training
at fighting.
A person who solely focuses on how to weave a knife or a voulge past an enemies guard, and into their soft, gushy, innards is
definitely going to be better at fighting than some dilettante of combat, like a cleric or wizard or rogue.
The scaling feats represent the fact that your basic training improves as you improve. Muscle memory is something that comes with
practice, somewhere in the order of 10,000 repetitions is when something becomes a "technique"; and when it becomes "instinct".
The 11th level fighter with two weapons doesn't have to
think about striking with both weapons, now, they're at the point where they automatically do it due to practice; and instead focus on how to bat aside attacks against themselves.
Frank, I'm not really sure what you mean by
The same people who bitch about Fighters doing interesting things under their own power also bitch about "high magic settings" and wank to magic items being "special" and shit - which all just boils down to these people refusing to give Fighters even those magic items that the game says they are supposed to get.
I don't personally mind high magic settings (I sort of like them, since it basically lets me play a modern tech level setting; and possibly a science fiction setting; and lets me pull the wool over the eyes of people who have raging hardons for fantasy games); but, at the same time, I also prefer to just have 'fighters' have personal abilities that let them compete; not strictly powering up "normals" via items.
Items are good, and I often will grill a player as to what items I should give them, or help them equip their character (You're X level, you should probably have: teleportation/miss chance/flying/extreme environment survival/planar travel/combat teleportation/a damned longbow/etc.).
However, I'm also fine with a "fighter" having training, knowledge, insights, or conditioning that allows them to compete; as "innate" abilities.
Is it possible to have that, and remain viable?
In BAR, I'm seriously just writing in "Rare" power schedule powers like "Fate" and "Lucky" or "Experienced" that let a PC handwave an attack or effect if they get enough successes. They can't use those powers all of the time; but when you're potentially going to be turned into a greasy smear, it's probably best to have your character rely on their instinct to
move a certain direction when facing a Golem/Right-handed enemy/Fire Mage/Magic Trap/Your Mum/Spess Mehrine/Beholder who is "pulling back an arm/about to swing/snorting sulphur from their nose/lights up/Bakes a Cake/Fires a Bolter/Looks at you".