greygriffin20 wrote:AD&D is a roleplaying game that uses game rules for a table top fantasy war game ... i agree that a fighter is boreing but i feel that is because your[sic] playing a game character developed for a non fantasy war game.
Yeah, I noticed that a while ago. The classes developed for OD&D are relatively balanced against each other (not great, but decent) while it's the later-introduced Paladin, Ranger, Assassin, etc. that screw things up (from my perspective). You could say that my goal is to "finish the job" that AD&D started by saying "Hey, these new classes are really neat, but let's make sure the older classes you built on are updated so we're all on the same page, game-edition-wise."
greygriffin20 wrote:why not get rid of the fighter?
If I change the class-rules sufficiently, is he still the fighter, or have I removed him and replaced him with a simulacrum?

Actually, I have considered explicitly removing the Fighter and replacing him with some explicitly new classes (the only reason for this is that "Fighter" would then be too generic, and I'd hope for something more descriptive). I'm glad you've raised the topic. Or, more to the point, there'd only be the "category" of "Fighter Classes", of which all PCs must choose a sub-class (Ranger, Paladin, Barbarian, etc.). Several of the sub-classes would have to be "non-magical" though to cover purely martial achetypes.
greygriffin20 wrote:Add the barbarian subtract the "hates magic" side and you have a 4th version of a fighter (i consider a monk a form of fighter rules be damned)
This is on the agenda, but I haven't started reading UA yet. I have a PDF of it but I'm still working on the PHB, DMG and MM1. Thanks for the suggestion.
Aren't there problems with the Barbarian as written though? I haven't payed too much attention to the barbarian threads at Dragonsfoot or K&KA yet, but there seem to be issues. Maybe I'm mistaken in my reading though.
greygriffin20 wrote:next make what i call a footman knight (not a paladin). This is a fighter that excells at nonmounted combat. addtional ac when useing a shield +1 per level every five. + 2 when fighting a mounted enemy (to ac and at), at 7th level can inspire comrades when leading a charge (addtional +1 to attack and no penalty to ac when chargeing but only works if at least two others charge with him).
Thank you.
Let's see if I understand you suggestion:
Footman.
Concept: Heavy infantry. Anti-mounted Fighter.
HD: d10
Weapons: Any
Armor: Any
Class Features:
+1 AC/5 levels (+1 at 1st, 5th, 10th, etc.) when using a Shield.
+2 to-hit and AC vs. mounted enemies
7th Level: +1 to-hit, no penalty to AC when charging, but only if two others charge with him
Comments: I like it, but I'm not sure it has enough to really be a good choice relative to the Ranger and Paladin. The AC bonus when using a shield is really good, but it's also the only "generic" class feature that can be used in most combats. The bonus vs. mounted is good, but mounted foes just aren't the common, particularly in dungeons. It also relies on the DM to provide you with mounted foes to feat, sort of the same problem that AD&D 2E Rangers had with their very narrowly defined special enemies.
Suggested Additional Class Features:
+1 to-hit, dmg per 4 levels (1st, 4th, 8th, etc.) when using Two-Handed Swords or Polearms (this is good, but effectively he has to choose between this and the bonus to AC from shields).
Hirelings and Henchmen (aka, Enlisted Men and Squires) receive +2 to Morale (+4 at 10th level) when the Footman is fighting with them.
3rd Level: Can request shelter and food from fellow Knights.
10th Level: Can build a Castle.
greygriffin20 wrote:you should look at the fighters handbook from 2nd addition if you dont like the AD&D fighter the mastery/specialzation rules alone balance the different fighters.
Oh man, that's a book I haven't thought about for a long time, but thanks for the reminder. The Kits could also be a good source of inspiration for new Fighter sub-classes if I were in the mood to write some up.