Stats scaling past 18/19

Here is my suggestion:

Each of you build a character:
- straight 10th level fighter vs. straight 10th level wizard
- 32 point buy, no flaws or traits, standard WBL (no custom magic items)
- all published WOTC material is in
- only very mild cheese allowed: Abrupt Jaunt ACF is in, partially charged wands are out (for instance)
- initiative roll is tied at 10 (but modifiers can apply)
- you begin one city block or about 260' apart
- once someone dies, we reset to full HP and 260' distance and start again (no reset of other resources)

PM your characters to me so that we know neither of you is making up items / spells to fit the circumstances.

Have at it?
 

log in or register to remove this ad

It's worth bearing that in mind, as a closing comment on the high level fighter is a bad choice myth.

At low levels, give the fighter his due.

At mid-levels, I will listen to the argument.

At high levels, you are insane. Playing a fighter is like bringing a gun to a bomb fight.

[ame="http://www.youtube.com/watch?v=8obQwmaxE1g"]bringing a gun to a bomb fight[/ame].
 

@Alzrius If your game is all about fun, and you don't care at all about being useful, then there is no reason for you to be trying to argue that Fighters are even "okay" or that casters aren't an Nth degree better than Fighters.

While the tripping Fighter can definitely hit you, he'll be dealing so little damage that it isn't noticeable (assuming he hits, at all).
Likewise, summoned creatures very frequently replace/trump Fighters in my games. A Crocodile at level 3 can do so much more than your average Fighter that it makes him more or less useless, and this isn't even considering the calling spells.
Fighters who remain at medium size are already reducing their own effectiveness intentionally - I wouldn't even bother reducing one.
If you haven't seen the strength of a well placed Grease spell, I question how effective the casters in your groups have been. Are they just memorizing as many blasting spells as possible? Fighters don't have strong Balance checks (especially when wearing armor), and will more than likely be stuck standing still or falling prone - plus, they're flat-footed. Free ranged sneak attacks.
A Fighter without his weapon may as well try to tickle you to death - another place where Grease reigns as one of the best 1st level spells in the game - a perfect candidate for an Eternal Wand or three.

Likewise, if your casters haven't effectively ended a combat with a well placed level 1-3 spell, even up to ECL 10, I'm beginning to feel that your friends don't know how to choose their spell lists or just want to cast "pretty lights and fires".

I've been playing for almost two decades now, and I certainly have enough gameplay and DM experience to realize that these aren't theoretical scenarios. A good caster can drastically outshine every other character at the table, in 99% of the scenarios you put them in, every day - even with requesting prepared spell lists and using every check in the book to try to minimize their strength.
Some casters do Fighter better than Fighters do, on top of being able to do anything else they care to do.

[ame=http://www.youtube.com/watch?v=zFuMpYTyRjw]Angel Summoner and BMX Bandit - YouTube[/ame]
Comes to mind every time.
 

Here is my suggestion:

Each of you build a character:
- straight 10th level fighter vs. straight 10th level wizard
- 32 point buy, no flaws or traits, standard WBL (no custom magic items)
- all published WOTC material is in
- only very mild cheese allowed: Abrupt Jaunt ACF is in, partially charged wands are out (for instance)
- initiative roll is tied at 10 (but modifiers can apply)
- you begin one city block or about 260' apart
- once someone dies, we reset to full HP and 260' distance and start again (no reset of other resources)

PM your characters to me so that we know neither of you is making up items / spells to fit the circumstances.

Have at it?

James Mallory is ready for action. In the event that we don't want splatbooks to get out of hand, Evan Evard is designed for a core-only environment.
 
Last edited:

Remember my closing comment on this one: a mage without rest is doomed. This is just inescapable.

The core classes are complementary to each other. How do you think your 10th level wizard survives to become 10th level? I think you lot are simply rolling up mid or high level wizards and going from there.

Some of these arguments put forward are definitely nonsense. Summons expire and are no replacement for a fighter, they are not even supposed to be. You've ignored all of the points in the fighter's favour which have been raised and while your own points have been pulled to pieces, your unable to take on the fighters strengths at all. The wizard runs out of spells given enough encounters, this is fact... and then he must rest. If he cannot rest, he is utterly doomed. The fighter, on the other hand, will keep you alive. Have any of you actually played D&D in a party? Surely you must have done. It is odd to have to explain the basics of party dynamics.
 

Remember my closing comment on this one: a mage without rest is doomed. This is just inescapable.
What happens to a fighter without rest?
The core classes are complementary to each other. How do you think your 10th level wizard survives to become 10th level?
Using Sleep, Grease, Color Spray, Power Word Pain, and Web while the Cleric and/or Druid beat things up might work.

I think you lot are simply rolling up mid or high level wizards and going from there.
Does 6th level count as high?
 

[MENTION=85123]kingius[/MENTION] When the wizard starts to run low and can't find a safe place to rest, he teleports home.
Yes, at low levels, casters are more reliant on their teammates to help them survive, as it has always been. A Fighter is the same way - he doesn't have the defenses to keep him going all day, especially when one hit can take him down (just like a caster).

The Fighter's strengths are almost non-existent. Without over specialization, he's too general to be of use to a well played group. With over specialization, he is a one-trick-pony that is countered with any variety of methods.
Yes, summons expire, but combats don't last long enough for that to be a problem, and yes - they replace a fighter. They take hits, they trip, they block, they deal damage. What else is a Fighter supposed to do?
 

Remember my closing comment on this one: a mage without rest is doomed. This is just inescapable.

The core classes are complementary to each other. How do you think your 10th level wizard survives to become 10th level? I think you lot are simply rolling up mid or high level wizards and going from there.

Some of these arguments put forward are definitely nonsense. Summons expire and are no replacement for a fighter, they are not even supposed to be. You've ignored all of the points in the fighter's favour which have been raised and while your own points have been pulled to pieces, your unable to take on the fighters strengths at all. The wizard runs out of spells given enough encounters, this is fact... and then he must rest. If he cannot rest, he is utterly doomed. The fighter, on the other hand, will keep you alive. Have any of you actually played D&D in a party? Surely you must have done. It is odd to have to explain the basics of party dynamics.

Lets compare resources:

The wizard runs out of spells and casts Rope Trick / Teleport / etc.

The fighter runs out of hit points and... umm... errr...
 


Alzrius If your game is all about fun, and you don't care at all about being useful, then there is no reason for you to be trying to argue that Fighters are even "okay" or that casters aren't an Nth degree better than Fighters.

My game is about fun, but I actually think that characters can be useful outside of extremely narrow "specializations," which means there's every reason for me to argue that fighters are better than "okay" and that casters aren't N degrees better than fighters. You're the one saying otherwise.

While the tripping Fighter can definitely hit you, he'll be dealing so little damage that it isn't noticeable (assuming he hits, at all).

Again, easily disproven. A character with a trip weapon still deals its damage, and taking Improved Trip is hardly depriving the character of damage-output-focused feats to the point that his damage is negligible.

Likewise, summoned creatures very frequently replace/trump Fighters in my games. A Crocodile at level 3 can do so much more than your average Fighter that it makes him more or less useless, and this isn't even considering the calling spells.

On the other hand, your fighter can last for longer than 5 rounds, and will likely have a better AC than 15, and more than 22 hit points. Matching their damage output is easy, and you can grapple almost as good with the Improved Grapple feat. So no, your fighters aren't made useless by one summons. See my previous post for further reasons why this is so.

Fighters who remain at medium size are already reducing their own effectiveness intentionally - I wouldn't even bother reducing one.

You're again confusing not hyper-optimizing with "uselessness." There's a difference.

If you haven't seen the strength of a well placed Grease spell, I question how effective the casters in your groups have been.

Hm, well, everyone has had fun, character deaths have been relatively rare but not unknown, and they haven't felt the need to make their characters conform to CharOp standards. So they seem effective to me.

Are they just memorizing as many blasting spells as possible? Fighters don't have strong Balance checks (especially when wearing armor), and will more than likely be stuck standing still or falling prone - plus, they're flat-footed. Free ranged sneak attacks.

You seemed to have missed my previous post about all the different ways to avoid that spell to begin with, let alone its tiny area of effect (the idea that someone would just stand still in the 10-foot square and let the ranged attackers pick them off is an amusing one, though).

A Fighter without his weapon may as well try to tickle you to death - another place where Grease reigns as one of the best 1st level spells in the game - a perfect candidate for an Eternal Wand or three.

Or they can just do any one of a number of things, like draw another weapon (a free action while they move up and sunder your wand).

Likewise, if your casters haven't effectively ended a combat with a well placed level 1-3 spell, even up to ECL 10, I'm beginning to feel that your friends don't know how to choose their spell lists or just want to cast "pretty lights and fires".

Actually, it's more accurate to state that, if my casters haven't effective ended a combat with a well-placed level 1-3 spell, even up to CR 10, then they're playing the game as it was intended to be played, rather than trying to bend the system as far as they can to "win" every encounter. Which wouldn't really matter anyway since, as I've already explained, that will happen only as long as the GM lets it happen.

I've been playing for almost two decades now, and I certainly have enough gameplay and DM experience to realize that these aren't theoretical scenarios. A good caster can drastically outshine every other character at the table, in 99% of the scenarios you put them in, every day - even with requesting prepared spell lists and using every check in the book to try to minimize their strength.

These are, in fact, virtually all theoretical scenarios - answers that then have questions created to fit them - and the fact that some people actually let that shape how they play their game isn't surprising (see the last link I posted for more about that; that line of thinking has been around a long time). But again, that lasts only as long as the GM keeps things within those carefully constructed scenarios; they're otherwise very easy to break ("a FIFTH encounter in one day?! OH NOOOOSSS!").

Some casters do Fighter better than Fighters do, on top of being able to do anything else they care to do.

Until they can't use their spells (e.g. anti-magic field, silence, etc.) any longer, or any of a hundred other ways to break that paradigm wide open.
 

Remove ads

Top