Make offensive skills matter and they become a better option than damage.
How? No clue.
Branching this off as I think we have been trying to solve the wrong problem. We have been trying to make damage less appealing by making it cost more, rather than make fighter skills more appealing. In short, Fighters had less good options, and we went about punishinh them for taking the best option available. My proposal here, that I want to get a good look at before writing up to go to my owner is this: Every class should have something only it can do. To this end, I'm looking at the 0.9 spell list and removing some. These abilities then become fighter/rogue only.
Celestial
1: Evocation Bolt 5, Fortress, Light, Lesser Investment
2: Evocation Bolt 10, Repel, Slow,
3: Evocation Bolt 15, Bind, Wall of Force, Solidify
4: Evocation Bolt 20, Awaken, Banish, Enhanced Blade, Shun
5: Evocation Bolt 25, Release, Spell Shield, Subjugate, Lesser Magic Storm
6: Evocation Bolt 30, Elemental Shield, Sleep, Wizard Lock
7: Evocation Bolt 35, Confine, Charm
8: Evocation Bolt 40, Dispel, Reflect Spell,
9: Evocation Bolt 45, Circle of Power, Magic Storm, Prison, Ward
Removed: Disarm, Mend Armor, Shatter, Stun Limb, Weapon Shield
Earth
1: Cure/Cause Wounds 5, Endow, Turn Undead / Control Undead
2: Cure/Cause Wounds 10, Repel, Slow
3: Cure/Cause Wounds 15, Bind, Sanctuary / Desecrate, Weakness,
4: Cure/Cause Wounds 20, Awaken, Cleanse, Cure Disease / Disease, Shun
5: Cure/Cause Wounds 25, Release, Silence, Spell Shield, Lesser Earth Storm / Lesser Chaos Storm
6: Cure/Cause Wounds 30, Earth Blade / Chaos Blade, Elemental Shield, Sleep, Wither / Restore
7: Cure/Cause Wounds 35, Charm, Confine, Destroy Undead / Create Undead, Destruction
8: Cure/Cause Wounds 40, Purify / Drain, Reflect Spell, Paralysis
9: Cure/Cause Wounds 45, Circle of Power, Earth Storm / Chaos Storm, Life / Corrupt, Death
Removed: Disarm, Poison Shield, Shatter, Weapon Shield
There are a lot of details that aren't gone into here to start with, and I'm specifically looking for feedback as to how to make this idea better. With that said, moving these to physical abilities only does double duty. It makes these abilities special to martial characters, and once a caster gets his weapon shield popped he needs a martial buddy to intercept/reapply weapon shield. Otherwise physical damage is suddenly dangerous, the same way that martial classes need casters for spell/elemental protection.
Edited for grammar.
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