Muir
Fighter
Not to nit-pick here, but I wanted to get some discussion going surrounding this suggested build. It is very much not something that I would recommend to a starting player, and was hoping others could provide their own perspectives.
The issues I see with it are pretty plain. Firstly, it is a fighting system that requires a player to carry two two-handed weapon systems. Given that we can't string bows, this is a complex problem for a brand new player to try and negotiate. Further, this means that a simple stun or wither limb takes the character completely out of game skills, as they do not have any ability to use a one handed weapon, nor any skills such as first aid beyond blacksmithing to apply while they cannot fight. In a group of fellow newbies, they had best be very good at outrunning NPCs, as otherwise they will be spending a lot of time walking to the circle.
Recalling my first even in Kzoo back in 04, this was pretty much how my first weekend went. Come in as a two handed sword fighter, lose an arm to a ghoul, and end up being significantly less useful for most of Saturday until I found a healer with a couple spare spells.
Even with support from more experienced PCs, restore limbs spells are a limited resource, and unlikely to be prioritized for the guy swinging 3's.
Improving the build :
Really, we have two separate ways to make the build work better, depending on what the intention was. If the goal is to make a fighter with the versatility to be able to fight in melee and at range, go with this :
Fighter (15 Build) :
Archery (6)
Small Weapon (2)
Blacksmith (3)
Florentine (4)
Starting Gear : Dagger, Longbow, 20 Arrows, 12 copper, Armor
Next pickups would be First Aid, then Profs/Parries/Etc, as well as Weapon Master and Florentine or Style Master to enable flexibility in choosing their weapons loadout. Longbow/short 1-hander or shortbow/long 1-hander are both effective styles.
For a more well rounded starting two-handed weapon fighter :
Fighter (15 Build)
Two Handed Sword -or- Polearm (8)
Blacksmith (3)
Small Weapon (2)
First Aid (2)
Starting Gear : Dagger, Two Handed Sword -or- Polearm, 12 Copper, Armor
Next pickups would be Profs/Parries/Etc, as well as Two Handed Master to enable flexibility if a weapon gets shattered
If blunt is more their speed, say if they happen to be a Dryad, swap to Two Handed Blunt (6), and take One Handed Blunt (3) instead of Small Weapon.
Starting Gear : Two Handed Blunt, Mace, 12 Copper, Armor
Next pickups for this build would be Thrown Weapon (2) for a ranged option, and the usual Profs/Parries/Etc.
So, thoughts?
The issues I see with it are pretty plain. Firstly, it is a fighting system that requires a player to carry two two-handed weapon systems. Given that we can't string bows, this is a complex problem for a brand new player to try and negotiate. Further, this means that a simple stun or wither limb takes the character completely out of game skills, as they do not have any ability to use a one handed weapon, nor any skills such as first aid beyond blacksmithing to apply while they cannot fight. In a group of fellow newbies, they had best be very good at outrunning NPCs, as otherwise they will be spending a lot of time walking to the circle.
Recalling my first even in Kzoo back in 04, this was pretty much how my first weekend went. Come in as a two handed sword fighter, lose an arm to a ghoul, and end up being significantly less useful for most of Saturday until I found a healer with a couple spare spells.
Even with support from more experienced PCs, restore limbs spells are a limited resource, and unlikely to be prioritized for the guy swinging 3's.
Improving the build :
Really, we have two separate ways to make the build work better, depending on what the intention was. If the goal is to make a fighter with the versatility to be able to fight in melee and at range, go with this :
Fighter (15 Build) :
Archery (6)
Small Weapon (2)
Blacksmith (3)
Florentine (4)
Starting Gear : Dagger, Longbow, 20 Arrows, 12 copper, Armor
Next pickups would be First Aid, then Profs/Parries/Etc, as well as Weapon Master and Florentine or Style Master to enable flexibility in choosing their weapons loadout. Longbow/short 1-hander or shortbow/long 1-hander are both effective styles.
For a more well rounded starting two-handed weapon fighter :
Fighter (15 Build)
Two Handed Sword -or- Polearm (8)
Blacksmith (3)
Small Weapon (2)
First Aid (2)
Starting Gear : Dagger, Two Handed Sword -or- Polearm, 12 Copper, Armor
Next pickups would be Profs/Parries/Etc, as well as Two Handed Master to enable flexibility if a weapon gets shattered
If blunt is more their speed, say if they happen to be a Dryad, swap to Two Handed Blunt (6), and take One Handed Blunt (3) instead of Small Weapon.
Starting Gear : Two Handed Blunt, Mace, 12 Copper, Armor
Next pickups for this build would be Thrown Weapon (2) for a ranged option, and the usual Profs/Parries/Etc.
So, thoughts?
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