I've been playing a few fighters recently, and it strikes me that they have numerous disadvantages compared to the more magic-oriented classes. Lemme just summarize my points, table-style, keeping in mind that not all abilities are available for all mages/fighters:

Ability

Mages

Fighters

Damage-dealing

Mana-limited moderate-to-high-damage ranged attacks

Unlimited high-damage short-ranged attacks

Crowd control

Multiple area and view spells

Spread Blows

Knowledge

Every knowledge effect is available as a spell

Must use consumable items for some knowledge effects

Battlefield control

Stone Prison, Magelock, Thaumaturgy blast wall creation

Digging, Antimagic

Equipment

Can wear multi-immunity hitpoint-boosting body armor; need not worry about weapon damage; can provide unlimited temporary boosts (speed, basic resists) to cover holes

Weapon and rings are frequently damage-oriented; has difficulty filling immunities; temporary boosts come from consumable items

Durability

Initially low, but moderate in the late game

High throughout

The upshot is that mages have all sorts of versatility, while fighters largely only have a few shticks. I'm not saying it's impossible to create a hybrid or something, but it really seems like pure fighters just aren't nearly as interesting to play as hybrids or pure casters are; at any given moment, there's basically only one good option. Here's some thoughts for improving that.

First off, fighters should be capable of some pretty impressive physical feats at higher levels. Things like pushing enemies around (or pushing through them), auto-killing weak enemies without stopping movement, rapidly attacking multiple foes, bashing the dungeon walls around, literally throwing creatures into each other, crippling foes in combat, leaping over enemies, and so on. Some of these effects are already available, but they're sprinkled about as bonuses in other skills, and your average fighter has access to only a handful. For example, to get the "rapidly attack multiple foes" ability, you have to worship Tulkas, and even then the spell isn't that great. To be able to bash walls, you must be an Ent. And so on.

I propose that there be a whole slew of talents geared towards fighters whose only prerequisites are basic skills and physical stats. Here's some possibilities from the above list. Syntax like Combat 20 / Bearform 10 indicate that either rank 20 in Combat or rank 10 in Bearform Combat is required.

Talent name

Prerequisites

Effect

Bull Rush

STR 24, Combat 20 / Bearform 10

"Running" into an adjacent occupied square will push the creature in the square back one space if mlvl < clvl * 2. If square behind the target is occupied, it suffers damage as per a force effect.

Hurl Foe

STR 27, Combat 25

Target foe is thrown, with range and damage based on monster's weight (c.f. corpse weights) and the player's strength. Sufficiently heavy targets are impossible to throw. This would probably require adding monster weights to the monster memory as a reasonably trivial thing to discover.

Trample

Combat 35

Moving into an adjacent occupied square will auto-kill and move the player into the square if mlvl < clvl / 2 (note you can hold the Control key to avoid moving, always)

Whirlwind

DEX 29, Weapon 25 / Barehand 15 / Bearform 30

Activatable ability, no cost. Player performs one blow on each adjacent monster

Hurl Rock

STR 30, Combat 45

Activatable ability, no cost. Creates a pit underneath the player (assuming there is no pit already) and hurls a rock (unresistable missile) dealing damage based on the player's STR, the dungeon floor type, and the player's Throwing/Boulder Throwing skill (ranging from moderate damage for unskilled to massive damage for skilled)

Pulverizing Strike

STR 30, Combat 50 / Hafted 40

Activatable ability, no cost. Target adjacent wall is destroyed

Crippling Blow

STR 25 / DEX 25, Combat 40 / Critical-Hits 20 / Bearform 20

Activatable ability, no cost. Target adjacent creature is hit with a single guaranteed critical hit that also can slow, reduce AC, reduce attack strength, or stun, similar to the Curse spell effect

Leap

STR 20, Combat 40

Activatable ability, no cost. Targeted teleport to an unoccupied square in line of sight. Range is based on STR; subject to a CON-based cooldown timer.

For your average fighter, about half of these would be automatically known, and unlocked either as soon as the prerequisites are met or at a given level. Other classes could learn them, but fighters are really the class with the most spare skillpoints. Having these abilities would really open up the tactical possibilities in combat, without so greatly increasing the player's power that the game is no longer a challenge.

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Secondly (remember that "first off" from three paragraphs ago?), fighters should have better gear options. Or, mages should have worse. Right now most of the gear that's good for mages is also good for fighters, but with some critical exceptions. Mages can use the combat-crippling multi-immunity/+life% armor (hell, they're using coward tactics anyway). That alone is a huge blow, and frankly I think those armors shouldn't be in the game. Mages can also use any weapon they like, regardless of how optimized it is for combat, and while they usually end up using mage staves, even then those have more general benefits than most good combat weapons, which instead tend to have lots of slays and high damage plusses. And of course, no mage has any reason to equip a Ring of Damage, but they're the bread and butter of fighters. All these "free" slots, comparatively, mean that fighters are really hurting for equipment slots, while mages have more than they know what to do with.

I'm not certain how exactly to go about fixing this, but here's one possibility: prerequisites for gear. Say e.g. that you need a certain level of Combat skill to equip certain armors. Anyone can equip Robes, but you need a Combat of at least 3 for most helmets, 5 for soft armors, 10 for hard armors, and so on. Fighters will be getting these skill levels as a matter of course, but mages would have to invest more skillpoints to get them. Some of the really good armors would have significantly higher requirements; Dragon Scale Mail/Dragon Helms/Dragon Shields would be up there at 20-30, Cesti would be at 15+, and so on. Trying to use armor you didn't have the skill to equip properly would give you drastically reduced AC benefits, would slow you down, and would seriously impare your ability to fight. You'd still get the auxiliary benefits (resists, stat boosts, etc) but there'd be a marked tradeoff. Being really good at combat, in contrast, would enable you to derive better results from your armor, increasing the AC bonus and removing any to-hit penalties. The upshot is that fighters are just better at using their gear, and it shows. A mage now has to carefully consider what gear he's going to equip, to be certain that he's well-protected both magically and physically without being too slow to avoid getting his skull bashed in.

That's all I have for now, and I think it's more than enough for one page. Thoughts?

DarkGod: I quite like your special moves ideas, as for equipment, it is taken care of in T3, kinda. Heavier (and so more protective) armors have a penality to spell failure. It is possible to overcome it with some kinds of rings but then it means restriction on ring types

Sirrocco: A few things to note. First, your complaint about equipment slots only strongly applies for nonoptimized mages. For the real full-on mage power, you generally want to worship Eru, who restricts you to blessed and blunt weapons, and you almost invariably want a mage staff anyway - and one that is selected on the basis of +mana% and +spellpower rather than any survivability bonuses. For that matter, if you really crave the spellpower (and a lot of us do) then there's no real choice for chest armor other than the Wight rag - not a bad piece of gear, certainly, but not a +100% HP/triple immunity monster, either. Mind you, you don't have to go that route - you can tune your gear to survivability rather than power... and warriors can decide to stop wearing damage rings any time they like. Beyond that, most varieties of mage get really poor skill multipliers for Combat, and suffer difficulties for wearing more armor weight than their Combat score allows. It may be that these days that's down to just losing a few points off of max mana, in which case perhaps it's time to levy a bit of failure percentage to give it some teeth, but the mechanism is there.

For your first point - well, the traditional fighter is all about being an unstoppable juggernaut of melee destruction. Personally, I find being an unstoppable juggernaut to be rather fun. Also, all those spare skillpoints are there for a reason. Try taking 98 quests some day, then get a .5 mod in and max out mimicry/symbiosis/mindcraft/summoning/necromancy/thaumaturgy (whichever one shows up and appeals to you) or max out prayer and play around with your godspells and secondary spell schools, or just buy heavily into archery. Fighters are intended to be simple and straightforward engines of melee destruction, but you've got more than enough space to toss in a bit of utility. Heck - play a demonologist.

Mind you, I'm not saying that the "nifty brute force warrior tricks" are a *bad* idea - they look interesting enough, and not particularly game-breaky, and hey, Options Are Good. I'm just saying that if you're playing as a fighter, and you have a pile of unused skill points, and you're feeling limited in frustrating ways - well, there are options.

ShrikeDeCil: For a fighter ability-extension, the whole "Polearm" class of weapons could be given a little more reach. (Assuming it hasn't already, last time I played a fighter I was restricted to only entering Moria as if the rest of the universe didn't exist!) Then using 'Spread blows' would be quite devastating to the tiny critters. I'm not sure what we're doing with an honest lance as a melee weapon anyway, but there seems like avenues for making a big nasty weapon dangerous. (And cut down on the wielding of daggers for the extra swing or three to boot.)

Sirrocco: I guess I'm seeing two entirely different concerns raised here.

BucketMan: I'd just like to offer a general vote of no. I'm all for fighters getting more attacks, doing more damage, being able to wear heavier armor, etc. but giving them spell-like abilities seems silly to me. A bit too Diablo-esque, besides. There are plenty of skill points to go around. If a player playing a fighter wants spells or spell-like abilities, they can invest in the appropriate skill trees.

IdeaArchive/Player/More love for fighters (last edited 2007-10-28 17:53:59 by c-69-140-162-196)