Lago PARANOIA wrote:[
Curiously enough, there's no reason to implement this solution at the same time as 'give Fighters and Rogues more magical item slots'. Or vice versa. One takes care of the other. Note that the Barbarian gimmick isn't narrow at low levels -- it's that the game makes their original gimmicks irrelevant or narrow without giving them new ones to compensate.
I've spent a bit of time to formulate better why I find the existence of Fighter is more tolerable than of other mundane warrior classes, as currently implemented in DnD.
First "Fighting Man who got where he is by pure skill" is an actual very common archetype. It is more often than not a
self-deceiving archetype, true, because even if such charactes are allowed to do superhuman things (without calling them "magic"), like Roronoa Zoro, they tend to be at least partially dependent on items they didn't make. But in general, I don't think that I myself actually want it to stop existing. Because becoming superhuman by transcending your limitations by sheer effort and willpower is cool.
Second, "Fighting" does not have to be a narrow shtick (even though in actual DnD implementation it is narrow and restricting). If we assume that our Fighting Man has a broad access to the ways of killing people with sharp things, like 3.X Wizard's access to magic, then Fighting Man is actually a reasonably valid archetype (not next to Wizard, but next to reasonable magic classes like Beguiler or Dread Necro), because he can switch from swording, to shooting bows, to charging on a flying creature, to assassinating people with his toothpick or something, as the situation demands. Add training to superhuman strength and abilties like "can instantly master any implement or device meant for hurting people, no matter how arcane or complex", and I think it can work.
But if we start to create classes that are explicitly or implicitly based around one single way of fighting, like "running up to them and beating them with a big stick"... not only we dive headfirst into thematic narrowness with these classes themselves, we automatically make our Fighting Man more narrow, because some of his possible gimmicks now are given to another class. I don't like this. "Barbarian" or "Samurai" or "Knight" or "Swashbucler" really should be, like, feats - build options that our Fighting Man picks to define himself - as opposed to whole classes.