Fighters didn't matter after 11th level?

It's interesting how many people in this thread are defending the decision for D&D4 to fix the problem. Yet no one is questioning or attacking that decision or D&D4.

Many people are saying the problem exists, but so far there's been very little examples of it in play.

For the record: I'm not saying the problem did not exist. Nor am I saying that D&D4 did not fix it. In fact, for me D&D4 (right or wrong, good or bad, fixed it or not) is completely irrelevant in this discussion.

Can someone give examples of the subject (not theories on or defense of the issue)?

I mean, if someone said, "I've never seen dragons used in D&D, please tell me your experiences with dragons," would people come in explaining the existance of dragons and defending the use of dragons?

Bullgrit
 

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I think there have been numerous examples in this thread. People have posted how a fighter can be on the same playing field as a wizard in terms of out-of-combat spells (flight, planeshifting, teleporting etc.). It costs them only a few feats if they want to be ritualists but they can do so if they want, rather than attempting to multiclass.

Likewise, beyond scry/buff/teleport a lot of the things that made casters gods before have been downplayed. No more longterm buff sets, no invis casters flying constantly 600 feet from the fight. No long term combat flight really anywhere, no polymorph abuse, no army of summonables, no save-or-die. Strangely there's a lot more combat teleporting, but it doesn't really take anything from the fighter.

Part of it of seeing it, however, will involve getting into the 4E mindset. The system supports much more cooperation amongst players. The fighter does his thing, and the wizard does his other thing. The other players at the table will both be grateful that both are there. I don't think there's a better way to get more concrete than that other than by suggesting to give it a play session or two. In play you really see it.
 

As for the whole wizard/cleric can do anything better than the other classes.....why would you? Sure I can be invisible and hide better than the rogue, but I wasn't memorizing invisibility every day because we had a rogue in the party. Same is true for knock. Sure if I want to be an a-hole and steal everyone's thunder than I probably could but I game with friends so I don't.

People must have had a greatly different experience than I did with high level wizards. I remember being completely frustrated with spell resistance.

1. Ok, I cast fireball...It doesn't beat his spell resistance
2. Next round....I cast fireball......Woot beat the resistance.......saved for half.
3. Don't beat the resistance again....etc
4. Rinse and repeat so that only 25% of spells really hit for significant damage. Meanwhile the fighter is kicking arse and taking names every round.

If its single target, why the hell isnt the wizard casting scorching ray, or one of the many, many superior optionsl over fireball? If the fireball is hitting mass foes, that damage adds up.
 

I typically play anywhere between 1-20, though typically the games are 3-17/18.

I fully admit that wizards, clerics, and druids can bleed into multiple other classes, but that usually only happens when 1) they purposefully set themselves to do it, which is because 2) the person doing it is doing it on purpose. I've never seen a wizard/cleric/druid accidentally steal the rogue's role, for example.

People are saying that "The only way wizards aren't eclipsing everyone else is because they're trying not to." My experience has been the opposite of that. When I play as a divine or arcane caster, my primary focus is to cover things that aren't already being covered. I've yet to step on someone's toes. It's not because I'm actively saying "Oh ho ho, I better not take knock, the rogue will feel useless!" I think "Knock? We have a rogue. Don't need it."

Yes, casters have a lot of variability they can work with. They can put themselves into multiple roles. That doesn't mean they have to, or even that they do it by law of nature. It seems bizarre to have to say this, but you can make a wizard that doesn't make any other class seem useless, unless the other classes are all wizards too.

In the end, the fact is, there are people who make parties of all bards. Bards are, aha, not known for their optimization. And yet people here are claiming that's impossible to do.
 

If its single target, why the hell isnt the wizard casting scorching ray, or one of the many, many superior optionsl over fireball? If the fireball is hitting mass foes, that damage adds up.

Probably the reason that the Wizard felt like a failure: because he only chose fireball as an attack spell.

I mean, Scorching Ray is awesome becausr it breaks the DMG guidelines for damage spells. 4d6n at 3rd level, 8d6 at 7th, and 12d6 at 11th.

ProfessorCirno:
In the end, the fact is, there are people who make parties of all bards. Bards are, aha, not known for their optimization. And yet people here are claiming that's impossible to do.

You've never tried have you?
Sublime Chord, Snowflake Dance, etc.

Bards can be when optiomized better than most classes of equal optimization. You need knowledge/books to do it though.
 

I'll give you a few concrete examples.

We were around 15th level. The plan was to scout out a castle prior to an assault the next day. The wizard is far better at this. He can cast invisibility, silence 15 ft radius, and fly to get over the wall. Alternatively he could cast change self and appear as guard, charm person to win over the real guards, and use knock to open the locked doors. At any sign of trouble he could simply teleport out of the castle if detected. There are probably many different variation of infiltration tactics due to the variety of spells.

The rogue on the other hand has to move silently, hide in shadows, and pick a lock to get in. All of these have a chance of failure while the wizards spells are virtually automatic successes. If the thief is detected then he is hosed as he has no other way out but to fight.

Most of the time the wizard CAN BE a better commando type character. This never really happened for a few reasons:

1. The wizard player wasn't an a-hole and knew scouting was the thief player's gig and chose not to step into his role.
2. The wizard thought his role was battlefield control and damage which he chose to memorize for spells......The wizard didn't wake up every morning and say, "I need to memorize knock, invisibility, silence, charm person, teleport because I may have to do some scouting today."
3. This scenario also assumes the rogue does not have items such as a scroll of teleport, a ring of invisibility, etc. which I assume a high level character is likely to have. The rogue right out of the PHB lbs for lbs is a weaker character than the wizard. Everyone forgets there is the DMG which has suggested wealth levels and items by level.

Another example you talk about is the missing cleric. Battling the BBEG without the cleric was problem. If the 160 HP fighter gets torched by a spell, beaten down by high damaging physical attacks, and then assaulted by swarms of minions....he is in trouble. There is no way to heal that much damage quickly without a cleric.

To work around this the DM made healing potions, scrolls, and wands available to the other players. This prevented the game from being canceled if the cleric didn't show up (which is ridiculous in my opinion). Did that over shadow the other characters abilities...no. It did represent that the cleric was an essential part of the team just like everyone else.
 

If its single target, why the hell isnt the wizard casting scorching ray, or one of the many, many superior optionsl over fireball? If the fireball is hitting mass foes, that damage adds up.

Whoa you guys are literalists! I used fireball as a generic name for an offensive spell...insert any spell's name. Yes, I realize that you can optimize spells against certain opponents. My point is that at high levels my experience is that the wizard did all or none damage due to saves and resistances. That none part happened a lot making the character frustrating. Meanwhile the fighter is whittling away at the BBEG taking off HP every round.
 

I think this is an impossible nut to crack when dealing with 3E. Consider a core only game to one with all WOTC splat material and then one with splats from dozens of sources. There is no common ground with regard to resources and options because there are so many possibilities. Everyone's personal experiences will be shaped by what was (or wasn't) used in thier games.
 

It's interesting how many people in this thread are defending the decision for D&D4 to fix the problem. Yet no one is questioning or attacking that decision or D&D4.

Many people are saying the problem exists, but so far there's been very little examples of it in play.

For the record: I'm not saying the problem did not exist. Nor am I saying that D&D4 did not fix it. In fact, for me D&D4 (right or wrong, good or bad, fixed it or not) is completely irrelevant in this discussion.

Can someone give examples of the subject (not theories on or defense of the issue)?

Several examples HAVE been given. Fighters are easy to lock down, and lack the ability to lock other things down (and when they do, its frequently decried as "cheese", see any spiked chain thread). They have to dump a load of cash into duiplicating spells in order to function, and that's assuming the DM either awards the necessary gear or doesnt throw a fit over players buying/creating magic items. Their poor will saves and low mobility are a hinderance in combat, when the game moved to require a full round action to get a full attack. There are a myriad of ways to negate AoO's (tumble, withdraw, etc), which arent overly lethal and frequently a better option that awaiting the full attack the following round. Spellcasting became considerably more difficult for a fighter to disrupt in 3rd edition with the remova of segment based cast time.

And that's just combat. You can build a character that does gobs of damage (lancer for example), but its not readily apparent to many players and relies on material outside of the PBH. One of the classes that was considered the most basic requires a lot of planning to function well.

Outside of combat, where a significant portion of my games take place, fighters are even worse off from their character abilities. They have a god awful skill list and 2 piddly skill points per level. Contrast this to wizards, who I feel, make more of an impact in fights, and can easily rule non combat encounters with a vast array of spells. Hell, most things a wizard can summon have more non-combat utility than the fighter.

You'll note I included the phrase "character abilities". I've seen many times someone pipe up that their fighter was the tactical leader of the group or the party spokesperson (apparently ignoring social skills). If the same fighter player was playing a caster, he could come up with the exact same plans and give the exact same speeches. Stuff you add to the fighter outside the scope of the rules can also be added to a caster character that has more rules based options.

You'll hopefully forgive me if I dont list each and every time the mage in our current game uses said spells in the way they were intended. If you havent seen it, you're playing with blinders, low level or your wizards are being lazy and/or stupid. I dont think enumerating times where detect thoughts, charm person, phantasmal force, gaseous form (and that's low level stuff) etc came into play will change your mind.
 

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