Henry
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Hussar said:No other class is relagated to being useless in this way. It's not a case of being a bit less effective (such as fighting something with DR) or having to use different spells (high SR).
It's a case of being incapable of doing anything.
I'm not sure why not? SR means you've wasted an entire round's worth of actions, if not more depending on if you don't have many conjuration spells prepped or known. Fighters are by themselves VERY useless against an invisible, flying mage. And with the addition of supplements (for magic items, spells, etc.) a rogue is just as useful as any other class against undead. A rogue could use magic device on a spell-device, he could use the gravestrike or golemstrike spells from Spell Compendium, etc. Just like a Fighter could pick up a detect invisibility potion or a scout's headband from the Magic Item Compendium. A wizard without Spell Compendium access is a VERY different character from a wizard with only core rulebook access, especially when it comes to spell resistant creatures.
In earlier editions of the game, this was more pronounced. A thief couldn't sneak attack things with no vitals -- but a fighter without a magic weapon was useless against creatures with "+1 or better weapon to hit," magic-users were somewhere between very and completely helpless against a creature with magic resistance, and Clerics were restricted to both limited damage spells, and limited damage weapons.
It really comes down to the philosophy of the adventuring party in D&D -- do you want a game that FORCES cooperation between characters, because each one has very different strengths and vulnerabilities, or do you want one that ALLOWS cooperation, where each character works better with a group, but can still function pretty well on its own? As editions of D&D have rolled on, it's moved progressively from the former, to the latter.
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