Lords & Lejends
Fighters-types: Combat Maneuvers
BB: Bows
2-Handed Weapons
Shield-using Skills
BATTLESYSTEM: Freehold Wars
New Combat Tactics
20 Martial Art Styles
The Ecology of the Yeti
AL: Illusions
DB: Xador's Fluid, Quagmire
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Dragon
<126
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#127
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128>

LETTERS

Name that cover
The request for possible titles for the cover
painting of DRAGON issue #127 led to some
amusing entries. Among them were:

“Mowing the Front Lawn,” from Tim Emrick
(Whitestown IN);

“So, Whaddya Think of the Party?" also from
Tim Emrick;

“I Still Say It Tastes Great,” from Andy Rodich
(Emporium PA); and,

“Does the Name ‘Custer’ Mean Anything to
You?” from Aaron Johnson (Houston TX).

Thanks to all who entered.

A number of people continue to express
interest in acquiring copies of the cover art for
DRAGON Magazine. You may write a letter to an
artist, c/o DRAGON Magazine, P.O. Box 110,
Lake Geneva WI 53147. We’ll forward the
letters as best we can to the artists. Be sure to
enclose an SASE for the artist to use in writing
back to you.

The name of artist Jeff Menges was
misspelled on page 26 of DRAGON® issue
# 127. We apologize for the error.

We wish to credit Stephanie Tabat for
her excellent DRAGON Magazine logo
design, which premiered in issue #128.
Thank you, Stephanie!

(Dragon #129)



THE FORUM

The articles on the fighter class in issue #127
were much appreciated. However, there continues
to be little discussion on how to role-play
a fighter in the current AD&D game system and
to what goal. What follows is my opinion on
how to make the fighter a more interesting role.

I have always preferred the fighter class ever
since I began playing D&D games in May 1976.
This preference is based on the traditional
heroic concept of the warrior as the defender
or champion of his people or society. In the
myths and tales based on this concept, the
priest and wizard were sources of advice or
treacherous opponents, and the thief was at
best an annoyance or the warrior?s companion.
However, it was the warrior who was regarded
as the leader.

As originally established, the fighter could be
role-played as anything: knight, barbarian,
scout, mercenary, etc. However, the fighter class
had only one skill: weapon use. It was not
surprising that players eventually preferred
clerics, magic-users and thieves, with a broad
variety of skills. In reaction, there developed the
split classes and the fighter subclasses of
cavalier/paladin, berserker, ranger, bard, and
barbarian, each with their special capabilities
that made them as fun to play as the other
classes. This development has resulted in the
fighter class itself being even less desirable.

There are two solutions to help the fighter.
One is to not permit the fighter subclasses in
the campaign, placing the role of cavalier, ranger,
or barbarian in the imagination and not the
rules. The other is to find a role for the fighter,
given its subclasses. If the subclasses are used,
the role of feudal lord or knight errant is filled
by the cavalier, the savage outsider by the
barbarian, and the wanderer in the wild by the
ranger. The remaining roles that a ?generic?
fighter can fill are those of soldier or thug.

The role of thug is basically the use of the
fighter as a strong-arm thief. The fighter class
doesn?t need any embellishment to be played in
this role. It could be argued that this is how
most fighters are role-played anyway.

The soldier role is more complex. It relates to
leading the military forces in the service of a
state or potentate. The other fighter subclasses
are unsuitable for this task. A cavalier would
lose status by associating with mere troops, a
barbarian would prefer to raise a horde of his
own people, a ranger would rather be alone in
the woods, and a split-classed character has the
other profession to spend time on. The fighter is
the class that has the inclination, expertise, and
opportunity to raise and lead military forces. It
is a role that fits the class.

In order to fill this role, the fighter needs to
have skills based on his charisma, intelligence,
wisdom, and experience. One skill is leadership,
which is the most difficult to define but is
necessary to unify a group to a common purpose.
Knowledge of that, and an ability to train
soldiers in weapon handling and battle drill, are
necessary, as these are the foundation of a unit?s
quality. Additionally, there are other military
skills, such as engineering to build and take
fortifications, the matter of arming and supplying,
strategy and tactics, etc. that could be
assigned to the fighter class.

The DMG ties the number of troops NPC
hirelings can command to their level. This is
also a good rule of thumb for PC fighters. It is
not necessary for the PC to control all the
troops he possibly can. If the PC prefers, he can
remain a small-unit leader. However, a PC
should not be able to jump from being a leader
of 10 men to being a marshal of 10 field armies
overnight. After all, no ruler is going to entrust
such a force to someone with no experience in
or reputation for leading large bodies of troops.
The progression from small commands to large
should be based on successes, not the level of
the fighter.

The quality of a unit depends on its leadership,
equipment, and the time spent on and
rigor of the training. DMs can initially adjust the
morale and skill of the commanded troops
based on the charisma, intelligence, and wisdom
of the leader PC, and the amount of time spent
on training. Further adjustment can be based on
the successes and failures the PC encounters in
completing the assigned missions, and the
number of casualties taken in doing so. DMs
should remember that success justifies the
sacrifices made by the troops. Failure exacerbates
the impact of deaths and wounds.

In poor quality units, each soldier will fight as
an individual and the unit?s cohesion will breakdown
under stress. High-quality units will fight
as a group with each individual supporting the
others. Fighting as a unit, the impact of each
individual soldier will be as if he were a higher
level. Also, well-trained or experienced men-atarms
should not be treated as zero-levels. These
men-at-arms have the skill to defend themselves.
I would suggest that men-at-arms trained by a
fighter should be considered 1st level for melee
and saving throws.

Many possible scenarios for a soldier player
character would fit nicely into a wilderness
campaign. Border patrols, scouting, route reconnaissance,
raiding parties, etc. can lead to some
interesting situations. For example, a general is
considering sending his army through a mountain
pass; the PC could be assigned to determine
if it is possible to move wagons through it, and
also check out rumors of an abandoned castle.
Or the PC could be sent into orc territory to
bring back a couple of prisoners for interrogation,
to determine where the orc tribes are
going to raid this summer. In an underworld
setting, the fighter could be assigned to clear a
particular section of a dungeon. Instead of
providing a room-by-room kick-in-the-door and
trash-the-occupants scenario, the DM should
provide a sustained struggle with opponents
who are very resentful that their particular
home is being trespassed. Regardless of the
setting, the DM should award experience points
on how well the fighter soldiered and led; e.g.,
did he properly train and supply his troops for
the mission, complete the mission, keep losses to
a minimum, recognize the opposition was too
stiff in time to cut losses and extricate his command,
etc.

Gregory D. Scott
Ocean NJ
(Dragon #134)
 

The letter by Gregory D. Scott (issue #134)
was absolutely correct in pointing out the
problem of the fighter class. The other warrior
classes are so much more interesting that the
plain old fighter isn?t much fun. There are
several small problems with all the fighter
classes, all of which could be easily corrected.
Taking them one at a time:

Fighter: All the warrior classes have some
unique skills; the fighter should have one also.
The best choice is weapon specialization. This
skill and others like it should be removed from
the other classes. If only fighters can specialize,
this provides incentive to play the class.

Ranger: Remove weapon specialization from
the class, for the reasons noted above. Rangers
have enough skills already.

Cavalier: Remove the weapon of choice and
lance-damage rules. These are very similar to
the weapon specialization rules and should be
deleted for the reasons noted above. I would
also recommend removing or toning down the
cavalier?s resistance to mind attacks, but keep
the immunity to fear. The cavalier should be
officially made into a fighter subclass instead of
a class of its own.

Paladin: I can?t see why the paladin?s powers
were combined with the cavalier. After running
one for six levels, I found that the new paladin
is an overly powerful class, immune to half of
everything thrown at it and continually improving
four-of its ability scores. Why not keep the
paladin as originally designed in the Player's
Handbook? This class was already interesting
and fairly powerful.

Barbarian: This class needs a lot of trimming.
I?d say remove the ability to detect magic and
illusions, ability to hit monsters immune to
normal weapons, and saving-throw bonuses. All
of these powers are too strong and unnecessary.
The surprise rules need to be adjusted; as it
stands now, it is easier to surprise a wild panther
(1 in 6) than a barbarian (1 in 10).

The fighter class is the most basic and simple
of the AD&D game characters. This leads to
problems in making the class interesting, but it
wouldn?t take much. A few small corrections to
all of the warrior classes can provide incentive
to play them all and keep each class unique.

David Howery
Dillon MT
(Dragon #137)
 

I recently finished reading the ?Forum? letters
written by Gregory Scott and David Howery
[issues #134 and 137, respectively], and I feel I
must disagree with their thoughts on the fighter
class. I completely support the idea that fighters
are becoming a dead class, their subclasses
being much better characters to play ? but only
if you look at it their way.

The fighter class attracted me when a dead
campaign was resurrected last summer. I created
a new character, a fighter, because the
class of my old character, the bard, was a crock.
My PC started at 3rd level, about two levels
below the average party level, and worked his
way up to a 5th-level fighter before the campaign
died once again. Throughout the entire
time, he was not a thug or a soldier; he was a
fighter. He had no need to work for anybody
and did not quite feel inclined to. He picked up
jobs as he wandered the land searching for a
lost friend of his, until he joined a group of
adventurers at a tournament. There was no
desire to put him into a role like scout, knight,
mercenary, or whatever. He may have become a
privateer like others in the group, if it wasn?t
for the death of the campaign. Any fighter could
fit into any of the areas filled by its subclasses,
except for the ranger, who needs to be modified
so he cannot be a walking-tank-type scout.
(Whoever heard of secretively tracking an
elusive enemy in a loud, clanging suit of plate
mail, anyway?) If my fighter would ever be
resurrected, he would surely become a ranking
member on a pirate ship and maybe go on to
become a leader at the base camp of the privateering
operation. He might even make a complete
alignment change and rule a small part of
a kingdom, but he would still be a fighter, and
nothing else.

I would like to add some house rules that are
used in the campaigns I play in and the one I
run. First of all, European barbarians are not
allowed simply because they are overpowered.
Paladins have remained a subclass of fighters,
and cavaliers have been limited in their starting
assets; they also cannot increase their ability
scores. Rangers, simply out of the desire to play
them as they were meant to be played, may not
specialize and cannot wear armor heavier than
chain mail. This helps bring the fighter back to
a decent strength among his peers, even though
there are more ?frilly? and attractive characters.
To me, the fighter is great just the way he is.

Mike Speca
Kingwood TX
(Dragon #142)
 

I recently bought a copy of DRAGON Magazine,
issue #127 (yes, I know this is a bit late,
but DRAGON issues are either six months late in
this country, [South Africa] or they don’t arrive
at all; incidentally, the cost was about 40 times
what the average newspaper costs here). I have
had nearly six years of intensive AD&D game
experience, and in that time I have completely
revised the game’s weapons system for my own
purposes about 12 times. I am also a member of
a small group called the Medieval Weapons
Society, all the members of which are avid
AD&D game players. We found a weaponsmith
(Mr. P. Weissnar of Phidag Arts & Crafts) who
has been making exact replicas of ancient and
medieval weapons and armor all his life. We, of
course, bought as many weapons as our
finances would allow and have been using them
in combat against each other (being careful, of
course, though naturally we have all suffered
several minor injuries).

Therefore, when I opened issue #127, I was
pleased to see all the articles on combat in it. I
found most of these to be outstanding articles,
with two exceptions.

"No Quarter!" by Arn Ashleigh Parker was
sort of confusing.  I mean, I am accustomed to
rolling ability checks on <1d20>, but here we have
ability and level checks on 1d30, 3d10, 2d12,
and 3d8 variously.  I also would have though
that fighters would be trained how to parry in
their normal training.  And don't cavaliers ever
learn combat maneuvers, or are they expected
to hack and slash their way through life?
 

[Regarding] the 2nd article, "Two Hands Are Better Than One," by Donald D. Miller: I regularly use some of the weapons he discusses.
May favorite weapon is a 5 lb. bastard sword,
which I can use easily in one hand, while holding
either a shield, a dagger, a short sword, a
3'2" long sword, or nothing in the other.  (I am
partially ambidexterous, so it doesn't bother me
which hands holds which weapon, although I do
tend to favor the right as a primary; I write left-handed.)
A bastard sword in each hand requires
a bit more coordination, but using them is still
easy.  Just so people don't get the wrong ideas, I
am 20, stand 5'11", and weigh 155 lbs.  If the
average person of today is taken as a yardstick,
I have an AD&D game strength of 11-12 and a
dexterity of about 13 (if 10 1/2 is average).

I also don?t see why the article discriminates
against demi-humans; a friend of mine is 4?11?,
weighs 115 lbs., has only mild difficulty in using
a bastard sword in one hand, and has no problems
with a long sword in one and a short
sword in the other. Perhaps there was a misinterpretation
of available data: Contrary to the
[1st Edition] Players Handbook figures, the
average length for a long or broad sword was
about 3?, and for a bastard sword 3½? (Weapons,
MacMillan: 1980, and Weapons Through
the Ages, by W. Reid, Crescent Books: 1986). I
would suggest that DMs treat the Players Handbook
figures for all weapon sizes as maximums,
the minimum being the maximum size of the
weapon one step below (e.g., knife, dagger,
short sword, long/broad sword, bastard sword,
two-handed sword). Also, weight and height (the
latter to only a small extent) should be the
determinants of whether a weapon is used
single- or double-handedly. Only halflings should
have to use a long sword with two hands; all
other races are heavy enough for one.

As a matter of interest, I have tried both an
11-lb. Bidenhander and a 7-lb. battle-axe. The
two-hander I could handle (very clumsily,
though), but the axe was really difficult to
handle ?I found it virtually impossible to
recover from a chop.  By the way, the encumbrance
figure for the two-hander given in the
Players Handbook does not reflect weight; a
heavy two-handed sword weighs about 14 lbs.
(like the 6' Flamberge I have also tried).  The
only reason a two-handed sword can be recovered
after a swing is because of its 20" hilt.

Graeme Adamson
Gemiston, South Africa
(Dragon #145)