The Fighers

D+D

I have the most experience with this game, and although some of my information is very dated (it's been yrs since playing), I do know a lot about AD+D (but don't know squat about kits and stuff). With TSR having a kit for just about everything, it seems almost like a pyramid Scheme ;) Information listed below are designed to help make characters as surviable as possible. Note, some of these character idea's may make DM's unhappy, but who wants to play a character who can't do anything, and is always getting beaten-up?


Fighers/Ranger only characters Melee machines "dishing out the damage"


Fighters can be a very boring to play, but can be quite potent when designed properly. Fighters are similiar to Heavy shock troops, and are needed as part of the party to protect the party spell casters. To make a strong figher you need to have at least one 17, all other attributes are not as significant all though having a high Constitution and Strength help. Put the second highest score in Con (Except maybe if it's a 18) so your character can go toe to toe with enemies longer, and third highest score in Strength (unless you have an extra 18 lying around to get the exceptional strength bonus). Generally fighters are better than rangers because the advance faster, and get extra attacks at 7th (Champion) level.


Weapon profiecincies are what make the figher class potent, and being double proficient with a weapon makes the character powerful. The important thing is to pick the correct profiency. Don't pick a big weapon pick a small one. One you can use in each hand, examples are:


Short Sword
Dagger
Hand Axe
and here is why:

1. The Dual Short sword specialist damage and attacks:

Damage

Base damage short sword: 1d6 s/m, 1d8 large

Additions:+3 damage for being double spc on every hit plus strength bounus.

attacks: 2 the first round and 4 the second round.

Max Damage per round assuming no Strength bonus:
round 1 is s/m=18, Large=22
round 2 is s/m=36, Large=44
and the average hit does 6.5 h.p. damage per score for s/m.
and the average hit does 7.5 h.p. damage per score for Large
Disadvantage to the short sword spc is that all though magic swords are common. Small swords are very rare (4% chance) but can be very powerful.

2. The Hand Axe Specialist Damage and attacks

Damage

Base damage is 1d6 for s/m and 1d4 for Large
Additions:+3 damage for being double spc on every hit plus strength bonus.

attacks 2 the first round and 4 the second round

Max Damage per round assuming no Strength bonus:
round1 is s/m=18, Large=14
round2 is s/m=36, Large=28
and the average hit does 6.5 hp damage per score for s/m
and the average hit does 5.5 hp damgage per score for Large

The one advantage to being a hand axe spc is you can also use them as Missle weapon. As your character progresses, you may be able to specialize in hand axe as a thrown weapon depending on the campaign (note you get your strength bonus for thrown weapons).


Disadvantage to hand axe spc: You don't do as good of damage against Large creature's, and Magic Hand axes are rare at best and are generally low power magic items.


3. The dagger specialist Damage and attacks

Damage
Base damage is 1d4 for s/m and 1d3 for large

Additions +3 damage for being double spc on every hit plus strength bonus.

attacks 2 the first round and 4 the second round

Max Damage per round assuming no Strength bonus:
round1 is s/m=14, Large=12
round2 is s/m=28, Large=24
and the average hit does 5.5 damage per hit scored for s/m
and the average hit does 5 damage per hit scored for Large

Advantages to being a dagger specialist include you can use the daggers as a thrown weapon. You can throw two daggers at a time (but can only throw 1 hand axe at a time). You may be able to specialize in throwing the dagger depending on the campaign. Magic daggers are normally easier to find.


It might be easier to see in a table
tables here