Pathfinder Class Analysis 5: Fighter


Valeros is better than Regdar and Tordek put together. I will fighter you on this.

Core Concept: Nobody will agree with me, but fighters are the most fundamental class in Dungeons and Dragons. Every other PC class could be dropped from the game, and it would still work just fine. Of course, the game is better with several classes to choose from. Suffice to say that I approve of the Fighter’s core concept.

Which is part of why the Fighter’s treatment in D&D 3.x was so disappointing, and why the class’ revitalization in Pathfinder remains (in my view) one of Paizo’s greatest triumphs in designing that product. In fact the fighter class is so close to perfect, that I fear this post may end up being really short.

Bonus Feats: There are problems with the feats system, and since “moar feets” is a class feature of the fighter, the fighter inherits some of these problems. However I’ve already written at great length about the feat system in Pathfinder and what I think should be done with it, so I won’t re-hash old content just to pad out this post.

What I will say is that the fighter feats tend to be some of the stronger feats. Most of them improve upon an ability which is explicitly already available to all players; such as two weapon fighting, improved bull rush, and combat expertise.

So while Fighters certainly suffer from the failings of the feat system, those failings are not as severe as they might have been for a different class.

Bravery: On any other class, I might call this a filler ability. It has all the hallmarks of one: it’s a minor bonus which only applies in a very specific situation. It’s the kind of ability which Paizo added to many classes in an attempt to remove all of the ‘dead levels’ where players didn’t receive any interesting upgrades.

A +1 to saves against fear every four levels doesn’t seem as trivial on the fighter as it would on another class, though. Perhaps that’s because I like the way the fighter is put together, and am thus inclined to view everything about it in a more positive light. I wouldn’t completely discount that idea, but I have an alternative theory.

The fighter has much fewer abilities than other classes in the game. Counting the bonus feats, fighters have a grand total of 6 special abilities. Compare that to the Druid’s 14! When a fighter gets a +1 to saves against fear, it’s special. It represents the fact that the character has spent a lot of time in the very thick of combat, and cannot easily be frightened.

When a Druid gets +2 to Knowledge(Nature) checks, it’s just another piece of class-related minutia that gets tossed upon an ever growing pile of stuff the player will forget to use when it’s relevant.

Armor Training: This is a perfect ability. I know I linked to it, but I’m going to write it out here for all of my non-Pathfinder playing readers, that they might admire its elegance”

“Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. […] reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum of -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.”

To sum up: fighters gain an expertise with armor which goes beyond simple proficiency. They can dance a jig in full plate and look good doing it.

In 3.X, fighters suffered from being essentially a blank slate of a class. The designer’s intention was that each player would build their own fighter, and I can respect that idea. But they inadvertently made a class which had no personality whatsoever. And it didn’t help that they severely underperformed according to the rules as written.

Armor Training is an ability unique to the fighter. It’s the kind of ability other classes become envious of, and it was accomplished without increasing the armor’s AC bonus even a tiny bit. That’s the kind of ability which makes the game interesting to me.

Weapon Training: While I think this ability is a great addition to the fighter class, it’s much more pedestrian than armor training. The longer I play tabletop games, the less interested I am in performing basic arithmetic.

Functionally, it’s nice that a fighter can become specialized in a certain group of weapons, and grow ever more proficient at using them. It just doesn’t get me excited. As I may have said before in this series, I like dramatic abilities. The type which sound game-breaking when you read them. Some potential alternatives to numerical bonuses, off the top of my head:

  • When attacking with X weapon, treat all enemies as flat footed.
  • When attacking with X weapon, all attacks are touch attacks.
  • When attacking with X weapon, a roll of Y or higher is always a hit. (The monster’s AC is 30, but I’m using a longsword, which is my specialty, so all attack rolls of 25 or higher hit).
  • Unique benefits related to the weapon group. Bows allow +50% range increments, flails grant an automatic success on attempts to  grapple a foe with the weapon. Blades can have the numerical bonus, so it’s still available to those who want it.

Armor Mastery: I like the idea of armor as damage reduction anyway, so this works fine for me.

Weapon Mastery: This is the kind of thing I’d like to see for Weapon Training; but it’s a perfectly adequate capstone ability.

I guess this didn’t end up being all that short after all. I should never underestimate my own ability to blather.

Pathfinder Class Analysis 4: Druid

Core Concept: Druids are a class which I can take or leave. I understand that they’re a favorite for many people, but I’ve never felt the slightest draw towards playing one, nor have I ever GMed for one. That’s not to say I’d like to see the class removed from the game. Truth be told there’s only one of the nine core classes which I honestly think the game would be better without. The druid is fine, it’s just not my bag.

I actually quite like druids as NPCs. Given how the class’s priorities are described, I have no idea why a druid would ever accompany the party on any non-wilderness adventures. It isn’t hard to make up a reason, but any reason I can come up with is a special circumstance. Every other class has a very clear reason for adventuring. Either they’re out for fame and fortune, or they’re seeking knowledge, or challenge, or the destruction of evil.

But not the druid! The druid’s explicitly stated, number 1 priority is the protection of nature. How is that goal served by exploring a dungeon, or sorting out problems in a city? The only time a druid isn’t out of place is when they’re in nature, which seems like a terribly restrictive campaign to me.

Spells/Spontaneous Casting/Orsions: My thoughts on these abilities are not significantly different from my thoughts on the cleric abilities of the same names. So just read that, if you haven’t already. (The druid flavoring of Spontaneous Casting is kinda cool, though.)

Bonus Languages: The idea of a special Druidic language which only druids know has been around for as long as I’ve been aware of the class; but to my knowledge nothing really cool has ever been done with it. I don’t dislike it, it is flavorful, but I don’t really see the point of it. Druids can speak with other druids in secret? Whoop-de-doo.

I don’t think it would bother me so much if the game didn’t place so much emphasis on the absolute, sacrosanct secrecy of the language. What’s so important about it that teaching it to someone is verboten? Perhaps the druidic language allows a character to speak with trees or animals? That would be pretty cool.

Nature Bond: One of the many changes Pathfinder made to the classes as they were presented in D&D 3.5 is that many classes now include a choice at low levels. It’s a change I’ve never been able to make my mind up about. I like choices and I like customization, but I don’t like the excessive decision making that Pathfinder requires of players before they start to play the game.

In this specific case, Nature’s Bond allows the druid to choose between gaining a cleric domain to supplement their spellcasting, or gaining the services of an animal companion. If you’re a smarter gamer than I, you might notice that all of the ‘either/or’ abilities which were added in Pathfinder allow the player to choose between a cool ability for themselves, and a companion of some kind.

It would seem that this was done because companion creatures are complicated, nearly doubling the bookeeping work that the player must do on their character. Turning companion creatures into a choice is a clever way to allow players who like such creatures to keep them, while allowing players who don’t to play the class without the hassle of maintaining a second character sheet. It’s an elegant solution, but I may have an even more elegant one: make companion creatures simpler.

I realize it’s simplistic of me to say that as though it’s an easy matter, or as if everyone would agree with me, but I’m serious. My wizard’s familiar does not need feats and skill points.

Nature Sense/Resist Nature’s Lure: Both of these are filler abilities, and I hate filler abilities. They provide minor bonuses in strange edge-case situations, and nobody ever, ever remembers they actually have them when they need them. The only time anybody remembers what “Nature Sense” does is 20 minutes after they failed a saving throw against a fey creature’s spell-like ability.

Shit like this hurts the game. The rules of the game should support the players as they face the challenges of the game. The rules should not, in themselves, be a memory challenge.

Wild Empathy: While I really like this ability, I’m always a little frustrated by it because it relies on Pathfinder’s diplomacy check. And the diplomacy check is a pretty weak system already. Perhaps redesigning that ought to be a priority for me in the near future.

Woodland Stride/Trackless Step: These two abilities form an interesting parallel to the two bullshit filler abilities noted above. It’s difficult to really judge the relative strengths of abilities which are completely different from one another, but I think it’s fair to say that Woodland Stride and Trackless Step are roughly equal in ‘power’ to Nature Sense and Resist Nature’s Lure. But while those two abilities are frustratingly specific and impossible to remember, these two abilities are not. Lets briefly examine why.

  1. Woodland Stride and Trackless Step are both strongly thematic abilities. “+2 save v. spell like abilities from fey creatures” is somewhat related to being a druid, but it’s not really something you think of when you think of a druid. On the other hand, moving swiftly through thick underbrush without leaving any tracks is exactly what you expect from a nature-themed fantasy character.
  2. Both of these abilities are absolute. There’s no rolling involved, no bonus bonuses or penalties to take into consideration. They are very simple. You always move through heavy underbrush at full speed. You never leave tracks unless you want to. More abilities should be like this.

Wild Shape: The core ability of the druid class is, embarrassingly, one I don’t really have anything to say about. It works just fine as written. I suppose the only thing I would change is that druids being able to transform into elementals isn’t thematically consistent, I think. The elements != nature. The two are closely related, but while druids are depicted as being creatures who wish to preserve the balance of nature, elementals are depicted as creatures who care only for whatever element they represent. Fire elementals would be just as happy to see the entire world on fire; water elementals would love to see the world flooded, and so on.

But we’re pretty deep into opinion territory on that one. I wouldn’t call it a serious critique.

Venom Immunity: This is…fine. Druids are one with nature; so they eventually become immune to poisons. Somebody should tell Batman that Poison Ivy is a level 9 druid.

A Thousand Faces: I honestly don’t see how this is relevant to druids at all. It’s kind of a baffling ability, actually. Why do druids gain the ability to change their appearance? Is it because they can transform into animals and this was the next logical step? Is it because druids are secretive? I could really use some fluff here, but the class descriptions are almost entirely crunch in Pathfinder.

Timeless Body: So let me get this straight. Druids revere everything about nature. They revere its neutral disposition. They see beauty in fungus, predation, and decay just as much as they see it in a beautiful tree or a crystal lake. And once they become really really good at revering nature, their reward is to become removed from it?
If anything this seems as though it should be a wizard or sorcerer ability. It doesn’t make any sense for druids.

Pathfinder Class Analysis 3: Cleric

Core Concept: It would be difficult to argue that the cleric doesn’t have a place in a game descended from D&D. Even if you go all the way back to the beginning, to the three little brown books which started it all, the cleric was there. When the thief class was naught but a gleam in Gygax’ eye, the cleric was one of only three classes available, along with the fighting man and the magic user. It’s hard to have a better gaming pedigree than ‘has existed as long as the game.’

That’s not to say that the cleric is necessary. Of the three original classes, the cleric is easily the least memorable. In a game about fantasy adventures, you need the person who swings the sword, so you can’t get rid of fighting men (or women. But we can cut Gygax some slack on that, as he was raised in olden times).  And when I think of characters in fantasy who wield magic, my first thought is of wizards, not religious types. Even thieves, introduced in a supplement though they were, are more distinct and memorable than clerics are.

I’m not advocating we be rid of clerics. I like them just fine. But of the 4 most fundamental classes (cleric, fighter, rogue, wizard), cleric is the one which needs the most work. I’m not sure what that work would entail, and figuring out what needs to be done is beyond the scope of this post. But were I to make an iteration of D&D, I think that game would feature much more distinct clerics.

Aura: This hardly counts as a class feature, really. Clerics of a god have a strong aura of that god’s alignment, which is, ostensibly, the cleric’s alignment as well. Though not necessarily, I suppose. This doesn’t seem very important to mention, but since it’s here I suppose I’ll give it my approval.

Spells: Pathfinder uses a single spellcasting system which remains consistent for each class, with only minor modifications. This has some important benefits, such as making the game as a whole easier to understand. It provides continuity between different classes, and prevents players from needing to spend excessive time learning new mechanics.

That said, I would rather see the game incorporate multiple types of spellcasting. Let the wizards keep vancian magic. It’s better suited to them anyway. Clerics, I think, should have an entirely different kind of magic.

Perhaps instead of a lengthy spell list which clerics prepare from each day, they could have a much more limited spell list. Only 1-3 new spells per level. And most of the spells have a much longer cast time, enough so that they can’t be used in combat. “Cure Light Wounds” is a 10 minute ritual spell which requires a lot of praying (and perhaps a random encounter check while the rest of the party stands guard over their injured companion).

In combat, clerics would have a number of spells which focus primarily on bestowing small blessings or curses. Each of these would have a short enough duration to keep the cleric on their toes. On the first round of combat they give the fighter a +1 to her attack rolls. On the next round, they run over to shield the magic user from incoming arrows–which leaves the fighter without their attack bonus.

In exchange for the reduced effectiveness of their spell list, clerics would be able to cast any of their spells at any time. No memorization, no limits. An instrument of the gods will does not tire! (I suppose some limitation might be called for to prevent over use of healing. Perhaps magical healing causes grogginess, causing a cumulative penalty on some of the player’s rolls for a few hours? I’m just tossing ideas out here.)

Channeled Energy: I’ve always thought turn undead was kind of a dumb ability. Why should clerics, alone among all the classes, have a primary ability which only works against a certain type of enemy? In most campaigns it’s alright, because undead are a relatively common type of foe. But what if the GM doesn’t want them to be? When playing most versions of D&D, I can’t simply decide to run a campaign with no undead in it, because that would severely gimp the clerical class.

Replacing turn undead with channeled energy is one of Pathfinder’s best innovations. It’s simple to understand (Cha + 3 times per day I can pump out xd6 of either positive or negative energy into a 30ft radius. Simple!), and is fits within the flavor of the clerical class. I also like how feats can be used to focus the channeled energy in different ways–such as into an optional ‘turn undead’ ability.

Domains: I never liked domains in 3.5, and I like them only slightly more in Pathfinder. They’re just too fiddly, with too little reward. Who really needs +1 spell slot each level which can only be filled with a domain spell? It just seems like a needless complication to me. I will say that domain powers are pretty cool, though. I like the idea that clerics will have different powers, based on the god they worship. But perhaps instead of domains, these different powers could simply be granted to the cleric directly from the god the cleric worships? This would have a twofold benefit: it would reduce the number of decisions a player needs to make (which god, then which of those god’s domains to pick from). It would also make the cleric’s actual religion much more important to gameplay, which is good. Too many players would just as soon be “generic cleric of vaguely [blank] alignment,” which doesn’t work for me at all.

Orsions: I see what they were trying to do here. The thinking is that magic using classes need to use magic, ergo it is bad if those magic using classes are in a situation where they have no magic to use. But they’re wrong, because running out of magic is part of the fun of being a magic using class. Managing your resources so that you don’t run out of spells at an inopportune time, as well as figuring out what to do when poor planning means you run out anyway, is part of the challenge of playing a magic user.

Of course, level 0 spells are pretty minimal in power, so clerics will still want to manage their spellcasting resource. All the same, I’d prefer to play a game where being out of magic for the day actually meant you were completely out of magic for the day.

Spontaneous Casting: Channeled Energy makes this ability redundant. As such, it only serves to confuse the game by introducing meaningless options. It ought to be removed.

Pathfinder Class Analysis 2: Bard

Core Concept: It is a commonly held belief that bards are ridiculous. Even if made to be mechanically useful, it seems strange to some people that a busker would stand along side a master of arms or a powerful wizard. But in fact, the bard class has strong historical roots. Traveling minstrels existed, seeking out larger and more impressive stories to sing for lords and ladies, hoping to find a noble who would retain their services for awhile. And when work was slow, a traveling bard was apt to pick pockets or take up banditry until they could make enough coin to move on. If any class has the right to be an adventurer, it’s the bard.

Spells: The spells chosen for the bard are flavorful. I also approve of the fact that a bard must perform in order to cast their spells. I further think bards should have a touch of magic about them, so access to spells is appropriate. But only a touch of magic, mind you. More than any other class, I think bards should resemble rogues, but that’s not the case in Pathfinder. In Pathfinder, bards are basically mini-sorcerers. That doesn’t work for me.

Additionally, I find it a little distasteful that seven out of the eleven basic classes eventually gain access to a spell list they can cast from. Not only does it reduce the specialness of the casting classes, but it hints at a game which relies too heavily on magic to bring it into balance.

I think it would be best if spells were dropped entirely from the bard class. In their place, bards should gain the ability to the use of magical scrolls–arcane or divine. This allows the class to be a little bit magical, without giving them the innate access to magic which would dilute the caster classes. Most of the bard-only spells (such as Summon Instrument) could be kept as special abilities rather than spells.

Adding scrolls and special abilities doesn’t come close to making up for the loss of spells, though. The rest of that loss should be made up for in the performance ability, covered below.

Bardic Knowledge / Lore Master: My feelings are conflicted with regards to these two abilities, which is really just because by feelings are conflicted with regards to knowledge skills in general. But if the game is to have a knowledge skill, then these are interesting abilities, which make good sense. So I’ve no real qualms with them.

Performance:  Performance is the bard’s most important ability, and of all of the abilities of all the classes, I think it just might be the one I like the least. Were I so inclined, I would completely rebuild the bard class from the ground up just to correct the many problems I have with performance. But right now I’m just pointing out things I don’t like, and brain storming thoughts on how they might be improved, so I’ll stick to that mission for now.

First, why is there a limit to the number of rounds per day a bard can perform? I have a difficult time wrapping my head around a minstrel who can only play for 48 seconds before becoming too exhausted to perform anymore throughout the day. I understand that this could be explained by saying that magical performances are a great deal more draining and can only be maintained for a short period of time, but I don’t really buy it. Wouldn’t it be better to design a performance ability which the bard could use for a longer amount of time? There’s no reason to make performance function identically to a barbarian’s rage or a cleric’s channeling ability.

Which brings me to an important point: standardization is not always good. There are many good things about creating standards. They help everyone communicate better, and specifically in the case of tabletop RPGs, they aide greatly in helping a GM remember and improvise the rules. Standardization is one of the great improvements I think we can ascribe to D&D 3rd edition. But it can be taken too far. Too often in D&D 3.x/Pathfinder, characters gain abilities which “function as the spell,” sometimes with minor adjustments. A number of the bardic performance abilities mimic spells in this manner, and it bugs me. A wizard wakes up each morning with nearly limitless options for which magical effects they will produce that day. Why should the wizard be just as good as the bard is when it comes to swaying a crowd? Should not the wizard’s limitless choices be countered by more specialized classes being able to do their jobs better than wizards can? A lot better?

Much like rage, Performance ought to be a much more dramatically powerful ability. In an ideal game, I think bards would need to seek out new songs and stories to enhance their performance abilities. When the character began their performance, they would not need to stop and start again to produce a different effect, but would instead be able to weave effects together into a single, moving performance. And those effects wouldn’t allow the bard to influence a person for 1 hour per level. It would make that person into a lifelong fan.

Obviously it’s very simple to make bold statements about how something ought to work, and it’s a very different thing to actually make it work that way. This is just what I think would make the class compelling.

Cantrips: Since this is the same for every class with the ability to cast spells, I’d rather hold off on discussing it until a primary caster, such as the cleric.

Versatile Performance: This ability really highlights the problems of the skill system. Lets say your character is an actor. Their profession, and indeed, many of their class abilities rely on changing their appearances, and convincing others that they believe in the fictional reality of the play. It would seem to follow that such characters would be good at disguises, and lying, would it not? But no! Not in D&D! In the game, players must wait until second level before they can apply their acting abilities towards other pursuits.

Obviously level 2 isn’t a very long wait, but the fact that this ability had to be included at all is just…sad.

Well-Versed: …meh. This is a filler ability. There’s really nothing much to say about it, save for the fact that it adds clutter-notes to the character sheet. Where in the world are you supposed to write “+4 on saving throws v. Bardic Performance effects.”

Jack-of-All-Trades: While you might not expect it given my feelings towards skills, I like this ability. It makes sense, it’s flavorful, and it’s not bad mechanics insofar as skills go. If I were to completely re-design Pathfinder’s skills system, I would likely keep this ability in a different form. Perhaps they would never have to roll in the Untrained – Difficult column?

Pathfinder Class Analysis 1: Barbarian

Core Concept: While they’re not a class I’ve personally ever wanted to play, I think barbarians have a legitimate niche within fantasy adventures. Fighters are soldiers with expertly honed weapons skills and knowledge of military tactics. The fighter class can’t represent the brute ferocity of the wild-man. If you are to imagine the battles between Rome and Gaul, it would be hard name meaningful similarities between the warriors on the two sides. What I’m a little less fond of is the rage mechanic which is part-in-parcel of every barbarian class. I don’t actively dislike rage mechanics, they’re flavorful and they work fine. I just don’t think it’s such a perfect fit for the barbarian concept that it deserves to be ubiquitous.

As an example, I once made a class called the Whirling Berserker which received  a bonus to attack rolls so long as she attacked a different target on each turn. As such, the character would be most effective if she moved through a battle, attacking everyone she passed, rather than engaging with a single opponent.

So while I think the concept deserves some more creative thinking than it normally gets, I none the less approve of the class’s inclusion in the Pathfinder RPG.

Fast Movement:Movement speed is important to grid based combat. And while I don’t like to be forced to use a grid, I certainly like to have it as an option. The potential problem of Fast Movement is that it does tie a group down to using a grid, because if a grid is not used, then the barbarian player’s class is functionally gimped. That being said, I have GMed for several barbarians, and none of them have complained yet during the battles where I choose to run things grid-less.

That’s really a minor issue however, as Pathfinder combat is intended to be run with a grid. And when using a grid, the rate of movement has some very interesting effects on combat. If anything, I’d like to see more movement speed bonuses and penalties in the game.

Rage: I’ve already mentioned that I don’t think rage mechanics deserve to be ubiquitous, but it’s here, so lets talk about how it’s implemented.

Honestly I’d rather see rage be more dramatically powerful, but come with more significant drawbacks. As it stands, Rage is certainly…’balanced.’ It’s a boon to the class which allows them to be competitive in combat. But that’s a metric which I believe to be overrated. Not entirely without value, mind you, but certainly overrated. I won’t go into that now, but I recommend Brendan of Untimately’s thoughts on the matter.

Instead of a small bonuses and penalties, I want to see Barbarians hurl stones that weigh as much as they do–but I also want them to have a possibility to attack their fellows, or flee from a flashy magical effect. I haven’t thought out how this might be implemented, but I’d enjoy it a lot more than a +4 bonus to Strength and Constitution. Snore.

Rage Powers: Despite myself, I love rage powers. They overcomplicate the class, confuse new players, and encourage veteran players to concentrate on their character’s ‘build,’ rather than improvement through play. But all of that aside, I think Rage Powers are awesome. They’re elegantly flavorful, and lend the rage ability the type of drama I was lamenting the lack of above.

Consider that when enraged, a character could gain the ability to see in the dark, or run twice as fast, or deflect swords with the sheer bulginess of their muscles. It is fun, and awesome. And–better yet–most every one of the rage powers presented in the core rulebook avoid my problem with feats. They’re mostly improvements to stuff the character could already attempt, or legitimately new abilities, rather than agency-damaging game options.

Though I do love them, I think Rage Powers might benefit from being made much more powerful, and acquired much more slowly.

Improved / Uncanny Dodge: There’s not a lot to say about this pair of abilities. They might be seen as complications, but at least they’re not minor, fiddly ones. The inability to be caught flat footed, or the inability to be flanked, change a lot about how combat will work. The pair works well with barbarian flavor–particularly if you consider my alternative to ‘rage’ noted above–so no complaints on that front either.

Trap Sense: This, on the other hand, is a minor fiddly complication; and not one which fits particularly well with Barbarian flavor. I’ve always hated Trap Sense, even for rogues. Perhaps it might carry more weight if traps were deadlier in Pathfinder. (Of course, traps are plenty deadly in my games. But not in Pathfinder raw.)

Damage Reduction: I think damage reduction is a really elegant mechanic, and one of the best innovations of D&D 3rd edition.* I think it’s also a good fit for the Barbarian, since they’re so ferocious and battle scarred that minor blows have completely ceased to phase them.

Greater / Mighty Rage: While I’m okay with rage as a barbarian ability, I do not like these kinds of rage ‘upgrades.’ I suppose there’s nothing inherently wrong with them, but it makes the character’s progression seem stilted. I would much rather see rage improve organically. So instead of +4 strength at level 1, +6 at level 11, and +8 at level 20; rage could simply give characters a 25% increase in strength. As the character’s strength improved, so would the strength bonus they received when they raged.

As an alternative, all improvements to rage could come in the form of something similar to rage powers.

Indomitable Will: I can’t help but feel this ought to just be a rage power. Maybe it was deemed to be out of balance with other rage power options, but as I mentioned, I think rage powers ought to have a more dramatic effect anyway.

Tireless Rage: I’ve decided I’m too tired and apathetic to write what I think about Tireless Rage. Instead, just go up and read what I think about Indomitable Will, because my thoughts on that ability are literally identical to my thoughts on Tireless Rage. I seriously considered copy-pasting it.

*Please forgive me, and correct me, if I’m missing a piece of gaming history here.