Here’s a highly probable conversation lifted from the future, one year from today, as two players who’ve just met at a convention discuss their PC choices for their upcoming D&D game.
“I’m playing a 3rd-level human fighter named Graelar.”
“Cool. Is he weapon and shield or two-hander?”
“He’s sword and board, man.”
“Longsword?”
“Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so I’m using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.”
“My elf fighter uses a spear. I like the speed and the option to go past AC. But you’ve got the fighter covered. I’ll play a halfling rogue.”
The names and destinations of the powers mentioned above might have changed by the time the game is in your hands. What won’t change is that fighters care about which weapons they use much more than other characters. Other character classes have specific weapons and weapon types that they tend to rely on while still maintaining access to a larger chunk of the weapon chart. The fighter is the only current 4th Edition class with capabilities that depend on the weapon they have chosen to train the most with. Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire.
Many fighters will opt for swords. Swords have the most flexible assortment of powers. In a fighter’s hands, the longsword is the queen of the battlefield and the greatsword is the queen’s executioner. But each of the other significant melee weapons offers the fighter unique advantages and opportunities. For the first time, you’ll be able to say “I’m an axe fighter” or “I’m a flail fighter” and that will mean something cool.
by Rob Heinsoo / Art by William O'Connor
Fighters: Choice of Weapons
Posted by Miguel Enrico Gonzales at 7:47 PM
Labels: design and development
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1 comments:
Am not really sure how large and impact this would be to the players of the group. In the past editions, we rarely have a dedicated fighter in the group.
The most we have would be Conrad's ranger or Catherine's paladin or elven archer. Fighters tend to be add-ons to those who use multi-class characters. Most others would probably get a level of two from the 3.5e fighter class just to get the bonus two feats.
I personally tend to add fighter level or two when playing a two-dagger weilding rogue or that of an archer. But that's the most I can get from the fighter class.
This, however, might be more applicable to any NPCs that they might encounter during their adventure. A specialized fighter tends to be a more dangerous encounter compared to that of a generic one.
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