Pedantic wrote:
and it's disingenuous to only give that capability to the fighter and to make "using rope" as effective as "altering reality."
Well that would make that skill much more Awesome, it still baffles me that it's a skill these days. Although catching a ride on Tornadoes, or using it to strangle dragons sounds pretty hardcore and should be doable. Also Rope? Fighter doesn't need rope, he can just use his own organs as rope! (helps if it's someone else's or if he was undead though)
nockermensch wrote:
What I meant to convey and failed to do was that "doing things outside combat
That disparity needs to be fixed, of course. You can achieve that in at least two ways: 1) Ban every fucking spell that you disagrees with ("Gate? GONE! Shapechange? GONE! Major Creation? GONE! Forcecage? GONE! etc") or 2) For every area that benefits enormously by the application of magic, give the fighter (and/or the rogue) a non-magical flavored way to do about the same.
Problem with the first that can make Spellcasters less tactically interesting, especially if they're relegated down to Evocation only. After all, taking/errata stuff away how we got Pathfinder, and too much, created 4th edition. I agree with the idea of the second idea, just prefer these similar abilities feel different than simply saying "Fighter Flies now", after all, good sum of us like our jumping induced flight like the Hulk, Inuyasha, and Samurai Jack fame. I think the popular solution is to tone down some of the higher end insanity that Spellcasters they can do (so don't end up with Fighters having to be the Man of the Steel at 12th or whatever), while beefing up the non-casters enormously, much like the second suggestion above.
I'm not sure if I understood what were trying to convey, your prior post even makes it sound like advocating DM fiat, how Fighters be viable out of combat. Thus expecting DM Fiat to shore up the fact a Fighter can't stealth well, Intimidate, Perception (spot/listen), Diplomacy or effin steal things, due to low skill points and what not. As sure ye can make up cool backstories for fighters, and most fans of that archtype like me, no doubt have. However, since we're playing a game, and in this one, if ye don't have the skill points, then ye can't adequately cover that skill check, be it using rope, jumping far and high, or even gathering info in the local town.
Blade wrote:Or maybe there shouldn't be a "melee fighter" archetype but a Fighter archetype, who can do both melee and ranged combat depending on the situation.
Agreed, our various media of inspiration had such characters capable in both ranges of combat. Hell even Link had Sword beams/throwing sword, and he's probably one of the more iconic "fighters" people think of these days (even if he's a pretty low level guy).
As for the landmine comment, the moment that continues being a threat to the fighter, long after Fireballs have done the similar, then it's bad for the longevity of the archtype, and them advancing to bigger and awesome things. Course, using leagues of them to blow up a mountain or something for the High Level fighter to avoid by Athletically thwarting, or hell even Super Strengthing away from danger (or nearby victims).