I don’t think I’d put glass cannon under power build. Power builds to me are your spell casting tanks who can do it all. Smash for high dps, have a huge AC and can self repair and utility. Glass cannons are niche characters, good for party dynamics who depend on others for everything but the smashing.
By vesitile, I meant being able to use any weapon with near the same level of compitency, and have that competency be higher than when a weapon master switches to his non focused weapon. Example. Let’s say the weapon master whose good at a great sword comes up against something that’s highly resistant to his sword, he has a problem because he’s terrible with hammers, whereas a fighter who may get outpaced all day in damage by the WM suddenly gets to shine, because he can switch to a hammer without loosing much effectiveness.
This just seems to me a good way to help pure fighters have their own niche, even if it’s not on par with other classes in power. Could be cool to have weapon family focuses you could choose, so instead of “improved weapon focus” you get “two-hander focus” or “sheild fighter focus” that applies the +1 ab bonus to all 2-handers or one handed weapons respectively. You’d need 8 levels in fighter for it, but would be a nice touch for added versatility.
I had just edited my post to add on some more about the latter part of your post, because I do agree, but I'll add more on here in direct response to the beginning. Sorry for the confusion if this causes any.
The glass cannon comment specifically refers to an illusion that is put up by certain builds wherein they look limited and non-threatening, but in reality they are devastating and can't be countered at the one thing they're good at. It relates to an issue we're having defining
who is more powerful, with mundanes in a server like this, who can have dozens of potions, consumables, and scrolls in their inventory, and all they need is to consume 2-3 of those and fling a dispel scroll (which will come out at full level) and those spellcasters who can do it all (because of dungeons which are not able to adapt to the enemy, regardless of the game's poor AI; positioning, terrain, traps, lack of enemy variety, etc. are what cause these dungeons to be soloable) will suddenly not look so sturdy or threatening. On the other hand, the high level spellcaster has way too much going for them, but without the removal of the 9th circle, or even just Time Stop, and a rebalance for IGMS and other uncounterable strikes, that's not going to change, ever. These classes have a different set of weaknesses which unfortunately mount in a way where the incentive always leans toward catching people off guard (like stealth or hasted ambushes). I don't like that, because it reflects more on the willingness to be the one to initiate combat unexpectedly, even while others are busy typing, to gain the upper hand, and the way this reflects on the player's skill makes the term PvP very literal and, in my opinion, very unfitting to what RP is supposed to be about, even if conflict is hard to resolve in other ways. Dungeons do not have this problem, everyone gets to do their part almost always, everyone knows combat is joined, and whether the characters are utility-based, combat-based, or hybridised characters, they're a part of what's happening. It's true in some dungeons certain characters really struggle and it's also true that some builds aren't going to be good in a dungeon at all but these are outlier cases.
The requirements for that feat would probably have to be a bit steeper in my opinion. A weapon master could feasibly take it, and make things a bit weird, even if he's losing his WM abilities to switch it up. I would want to see it open up on at least 11 or 12 fighter, but of course, the rogue multiclassers are still going to take it, because rogues like versatility, too. It's a difficult fight to win. It's like these classes were made to be mixed with one another, it really is. But no one is going to play fighter to 16 just to say they did so they can take some lackluster "equaliser" abilities, imo. I don't know why people make pure fighters, maybe they just really like feats, and I don't think there's anything wrong with it, I just think it's a bit limiting and it does not seem to be an intended design.
but you can't argue the results.
So yes. "Teehee".
I can't do this on Shannon but I do enjoy adventuring on that character a lot even so. I'm not sure what awaits her at 20, of course, but soloing hurts my soul. Somehow, Esmeralda, as a noncombatant, is just as fun, but in other ways. I just wish I had the time for both characters, I'm an alt hopper like that who likes to play different roles in each party. This may offer insight to the way my posts are written too (I'm just here for the ride and want power levels normalised a bit, rather than having everyone be made OP).
The weird thing about WM is it's more versatile than pure fighter in a variety of ways.
How much of that is derived from the fact that most WMs take Rogue levels?
Pure Fighter can probably get Greater Specialisation in two or three weapons, e.g. a melee option or two and a ranged option. Ignoring Rogue levels, WMs will have one melee option that really shines, and the rest won't be particularly good.
But factoring in Rogue levels doesn't really say much about Weaponmasters; it says a lot about how Rogue/Fighter is way stronger than pure Fighter.
It does, but also, a fighter does not need to take rogue to make it as a WM, he just probably will because he, like you said, is stronger with rogue levels. With or without WM, it just makes so much sense to get a few rogue levels in there. I don't think that can be repaired--they just seem made for each other.