Sieg wrote:The UA has the "Knight" sort of class (The Cavalier) but IMO its a bit too oomphy unless you really play up the vassalage-code of honor bit. There were a lot of third party publications in the late 70s and early 80s that gave specific subclasses of the fighter such as Gladiator, Pirate, etc. I'll see if I can dig up actual book titles if you're interested.
I can't speak for their 'balance' but they might give you some ideas...
greygriffin20 wrote:the cavalier is broken much worse than the barbarian, if there were a class i wouldn't allow it would be that.
genghisdon wrote:Most will say AD&D breaks down past L14 or so, and they have valid views.
The wizard or MU starting weak & finishing strong is a feature, not a defect.
genghisdon wrote:Some find the fighter to be a bit boring at any level. Magic items are assumed to provide interest (especially things like elemental command rings & the like), as well as provide quick combat resolution at VHL (vorpal & sharpness blades, girdles of giant strength)
genghisdon wrote:A key point so many miss, especially those starting after 1e, is that level comparisons are useless at HL. The comparison is of XP totals.
Irda Ranger wrote:Could you tell me what rules you used? This is an AD&D forum but you mentioned a Caller which I think is OD&D only, isn't it?
Also, did you have Weapon Specialization?
Falconer wrote:What I don’t like about [weapon specialization] is 1) It makes it a lot less exciting to find a magic weapon. If the Fighter/Ranger does not happen to be specialized in that particular weapon, his bonuses from specialization probably outweigh the bonuses from the weapon's magic! Lame.
Falconer wrote:And, 2) [weapon specialization] makes non-Fighters/non-Rangers completely pathetic in combat by comparison. Especially in a large group, the specialized character getting first and last attack every other round, and those attacks having +1 to hit and +2 to damage, is a HUGE advantage over the other characters, who have one lame attack per round. Regards.
thedungeondelver wrote:I hate feats, I hate character builds. As to whether or not a fighter is "useless" - that's up to the player. Honestly? If you want to see the dividing line between good player versus good numbers, run a group through A4. Doesn't mean you have to put them on the railroad and grind through A1-3, just put them in A4 "as a test of their abilities".
Fighters sans equipment, magic-users sans (most) spells, and clerics likewise...that's when you'll either see people giving up in frustration or a high degree of creative play come in to measure.
De-emphasize the builds, de-emphasize the whole idea of the fighter as an item actuator. In this way you'll get more ROLE playing versus ROLL playing without having to take a monkey wrench to the game.
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