Talk:Fencer (3.5e Class)
From D&D Wiki
- Please remember to sign in or at least sign your pages so I don't have to go through the history to find out who commented. On the matter of the hit dice: i am against changing this as they would not have the hp to stand combat or take the blunt damage from ranged (which they cannot block until 10th level) and spells (at 10th level). They are a purely melee class and have less flexibility than fighter and at later levels further specialize into swords in order to get the most out of the class features. They gain no other advantage apart from in melee and so they have to at least survive closing the distance. A lower hit die would not ensure this --Ehsteve 19:11, 14 August 2009 (MDT)
- While I'm here, I'm in total agreement with Ehsteve. Low Hit Dice for a purely melee class is just stupid unless you're absolutely untouchable (which this class is not). - TG Cid 19:36, 14 August 2009 (MDT)
Power - 2/5 I give this class a 2 out of 5 because the sheer amount of abilities is staggering and makes it slightly overpowered. --184.108.40.206 20:32, 19 December 2009 (MST)
Wording - 4/5 I give this class a 4 out of 5 because the wording is fine but there are still a few mistakes, such as with the "Displacement" power. There is a word missing that makes said power unsuable --220.127.116.11 20:32, 19 December 2009 (MST)
Flavor - 5/5 I give this class a 5 out of 5 because it's a very nice way to get someone to specialize in using special attack abilities such as trip and disarm. --18.104.22.168 20:32, 19 December 2009 (MST)
So...I want to finish this guy
Since this class is incomplete from the Epic abilities down, do you mind if I finish it, Ehsteve? I promise I won't change any of the existing abilities; I'll just make it so it can get off of the unfinished list.--Azya 18:59, 6 August 2010 (UTC)
Sheer number of abilities
Regardless of whether it's balanced, there are just too many abilities to keep track of. It's really confusing. There are 33 abilities in total that this class gets, and the average class has (it seems) 8-15 (except for mages, whose entire purpose is to have versatile spells). This class could easily be balanced and fun with less than half the abilities it has currently; just have some of the abilities you keep improve over time, but keep it under the same ability so there aren't so many to keep track of. -Rogue The Demonchild 23:07, 10 November 2010 (MST)
Power - 4/5 I give this class a 4 out of 5 because I find it well balanced, however the ability to parry even magical attacks and non-arrow projectiles is a bit far-fetched. What I'm saying is, that in order to deflect a magical attack with the blade, it would make sense that the blade be enchanted beforehand, or somewhat explained how come in this case metal can deflect energies it normally cannot. Also, the description is so loosely worded, that it could be inteurpreted in such a way, that a huge boulder thrown by a giant can be parried as well, which doesn't make any sense at all. --22.214.171.124 13:11, 21 March 2011 (MDT)
Wording - 4/5 I give this class a 4 out of 5 because the description is well written, and there are very few errors. However, especially the non-statistic description needs more work. --126.96.36.199 13:11, 21 March 2011 (MDT)
Formatting - 3/5 I give this class a 3 out of 5 because the description is clear, employs tables efficiently, but needs to add more information to the later sections of the description, as well as solve some over-lapping issues. --188.8.131.52 13:11, 21 March 2011 (MDT)
Flavor - 3/5 I give this class a 3 out of 5 because the idea behind the class is really well made and though of, but there should be more information regarding campaign information etc. Plus, as well made as it is, the Fencer is basically what the Duelist SRD Prestige class should have been; so thumbs up for the design and all, but the idea isn't exactly original. --184.108.40.206 13:11, 21 March 2011 (MDT)
Power - 4/5 I give this class a 4 out of 5 because it provides an interesting aspect to the typical melee combatant playstyle, it has a lot of special (or extrodinary) abilities which make the Fencer a bit overpowered.
Wording - 5/5 I give this class a 5 out of 5 because while not perfect, what has been written so far is almost flawless, not to mention using rich and refined vocabulary.
Flavor - 4/5 I give this class a 4 out of 5 because while it is well-written altogether, you might want to add some more details in the Campaign and RPing section. Although what was said in the former comment is somewhat true, namingly that the Fencer is what the Duelist should have been, they do differ in several aspects. The most important: the Duelist fights in a flashy, flamboyant style, with lots of acrobatics and cosmetic additions for pleasing the crowd. The Fencer on the other hand, is a rigorously trained, strategic combat pragmatist; all his movements are precise and economic, he does not perform any spectacular acrobatics or tumbling, but rather takes advantage of the slightest of movements, while being still light of foot and deadly quick.
Balance - 3/5 I give this class a 3 out of 5 because some abilities seem too powerful while other abilities are extremely underpowered by the time you get them. Some abilities that should get better over time don't, which makes them overpowered when you get them (like Deflect), and others just seem pointless for a few levels. You're Open! doesn't really matter until 5th level when you get Lunge, and I can't really see how Fleche is useful ever (unless it allows you to flank with yourself, but the ability doesn't say that). Displacement is not powerful AT ALL, and getting it at 17th level is really silly. And despite the amount of abilities and options this class has, there are still 3 dead levels. Considering that a lot of levels have 2 class features each, it's just weird that levels 10, 17, and 18 are empty. --Azya 01:40, 10 January 2014 (MST)
Wording - 2/5 I give this class a 2 out of 5 because the wording for a lot of class abilities is confusing. Parry and Deflect don't specify whether you can use it X times per turn, encounter, or day, and the way Redoublement, Press, Pris de Fer, and Corps a Corps are written makes it hard to understand exactly how they work. The ambiguity in the writing means this class is unplayable as is; if you wanted to play a Fencer you would have to sit down with the DM and come to an agreement on what some of the poorly worded abilities actually do. --Azya 01:40, 10 January 2014 (MST)
Formatting - 4/5 I give this class a 4 out of 5 because some parts of the preload aren't filled in and some things are still incomplete. --Azya 01:40, 10 January 2014 (MST)
Flavor - 4/5 I give this class a 4 out of 5 because it uses a lot of terms common in sport fencing, so it's obvious that the author is trying to do the theme justice. But, weirdly enough, this class gives you proficiency with all martial weapons and its class features work with all weapons, so it's entirely possible (and probably preferable) to run around with a greatsword, especially after 12th level. This definitely contradicts with the theme. --Azya 01:40, 10 January 2014 (MST)
I am considering making a variant of this class which would endeavor to fix all the problems I have with it. --Azya 01:40, 10 January 2014 (MST)