Quote Originally Posted by Paulcynic View Post
Or would it be ok with you (Mr. Zeigander) if we cut interesting bits into this thread?
I would be completely fine with migrating any amount of that stuff over here, no problem. There is however still a big gap between the stuff in that thread and the idea of making a Fighter Tier 1. I tried to institute a saving throw or other limitations/chance of failure to most of the strategies, even, or especially, when making equivalencies to Wizard spells that previously had no chance of failure or limitations.

Another thing that helps a Tier 1 become Tier 1 is the ability to dictate the course and pace of a campaign. A Wizard or Cleric can quite easily go wildly off the "beaten path" set in motion by the DM and do whatever they want and suffer little to no mechanical consequences for doing so.

So, the most important things any Tier 1 Fighter class will need (much, much more important than things like being able to hit stuff hard or being immune to death) are a) the ability to simply effect creatures/objects/environments with no chance of failure; and b) the ability to adventure on his terms not the DM's.