from /tg/ with love:
Me: "I've been convinced from my earliest RPG gaming days that the INT>STR phenomenon isn't just the product of poor testing, but that it's actually quite intentional. What are casters? Nerds. What are fighters? Jocks. What are the players?
You already know where I'm going with this.
The whole reason fighters are so underpowered and that casters are so unbearably overpowered isn't just because game designers can't think of a good way to fix them both, it's because they like it that way. They want bearded sages in robes that shoot fireballs from their hands while reading out of a Linux manual, or to a lesser degree, some spry little fucker that can slay armies from afar with little more than a bow and his wits. Role playing games give them a chance to be what they've always wanted to be - empowered, without being or wishing to be physically powerful. The players that want to play mighty herculean knights and the like will just have to deal with their inherent inferiority to the INT-fueled forces of the supernatural.
As for your question, though, the best way to improve fighters in a given system depends on that system itself. It's kind of obvious that making casters physically frail doesn't do much to balance the playing field. There have to be strict limits to their power that are very difficult to overcome, both in terms of story and in terms of the game's mechanics itself. If casters are going to remain obscenely powerful as they tend to be, fighters need to be brought up to their level and made able to perform feats of strength, endurance, and sheer will every bit as spectacular (and effective) as their magical counterparts."
Anon: "I agree with some of your points and feel like expanding.
A fighter should do more damage in combat than a wizard, or indeed almost any caster.
This isn't unbalanced, even if you changed nothing about the wizard.
Why? Because the caster can do other things. The caster can adapt to other threats, and have a much easier time dealing with, say, a troll or some other form of threat. Moreover, casters are FAR more useful in any situation which isn't combat.
At the moment, a fighter is inferior at everything a caster is, except for "Get a torc of constant effect anti-magic field and kill wizards when they are small children"
The Weeaboo fightan majik is a good start with regards to this."
Me: "Admittedly the INT>STR phenomena is much more of a problem in CRPGs, made evident by the role of fighters as being little more than meat shields. (Which, in some cases, can't even do that right without being given magical protection that amplifies their defense.) I seem to recall Exile being a major offender when it came to this. Your fighters and archers existed only to protect your casters until they learned Fireball or any of the multiple target spells, at which point the gloves came off. Also see games where your primary fighters still require magic to remain effective, and are markedly inferior at using said magic than your primary casters.
You're right though. When it comes to being out of combat, magic has utility. Being mighty means you can work hard and be useful, of course, but you can't pluck out one of your ballhairs while reciting the GPL backwards and have it magically transform into a crate of hardtack. When we're dealing with games that actually involve role playing and not just damage dealing (insane concept, I know) being able to do crazy shit like that is justified by what use it could have to you in a practical sense."
discuss
Failing Like: 
contemplative
Failing To: Green Day - Having a Blast