D&D 3E/3.5 [3.5E] Will Warriors be on equal footing with casters?

Re: Re: High-level Fighters

mkarol said:

At least, that's how we have handled the martial classes.... And the DMs in my games have crafted challenges and opportunities for each character to contribute in and out of combat.

Bam, you've nailed it right there. It's all about the DM making opportunities for everyone to contribute. If a DM doesn't do that, for any and every class, then someone's going to feel like they got the shaft.
 

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In my opinion, it is spellcasters who are too weak at high levels. Virtually evrything they encounter has spell resistance or immunity to something magical. It gets very annoying. And fighters and rogues are doing a whole lot more damage than spellcasters most of the time. And as the levels go up, the fighters just get farther and farther ahead of wizards in HPs, to the point it is almost ridiculous. The kind of creatures that are made to challenge the 200+ Hp fighter will rip the 100 Hp (if you're lucky) spellcaster to shred in no time.
 


Re: High-level Fighters

Steverooo said:
Well, I'm one of those people who has seen seventh level fighter-types unable to do ANYTHING in combat against a magical foe... even with a +3 sword! Hopefully, the DR changes will help to take care of that.

If this is a regular occurence in your game then you've got other problems that don't involve fighters being a weak class. I can't think of any monsters in the monster manual with enough DR to make a well designed fighter with a +3 sword useless. Let alone any monsters with a CR of 11 or less. And if seventh level parties are fighting anything with a CR of 12+, you should expect to lose. (At that point, the EL system says your party is a reasonable challenge for the monster and that you might take 20% of his resources or so :)

The problem that I see is that Fighters don't cast spells, and Rangers' are basically useless for solving problems. Fighters can only affect a foe if they can live long enough to get to them... or use a long range missile weapon!

Again, if the fighters are dying regularly at long range before being able to close they you've got problems which don't involve fighters being a weak class. Assuming that your DM is throwing reasonable challenges at the party in question, and that you have a reasonable level of magic, I can only suggest a lack of teamwork as the possible explanation for this problem. If the wizard casts fly on the fighter, the fighter should be able to get to most any enemy. Etc.

And any fighter worth his sword ought to have a decent ranged weapon for times when it's necessary.

I have seen too many modules with various situations that can only be resolved by magic. Since Fighters can't cast magic...

I've seen lots of modules with situations that are best resolved by the judicious application of sharp objects to vital locations too. In my experience, those situations are far more common than situations requiring magic. Since wizards don't have martial weapons, by the logic used, they must be useless too. . . .

In order for Fighters (especially) to be useful at higher levels, they need Ioun stones full of spells, magical swords and armors, magic items which increase Non-Fortitude saves, magic items which allow them to cast spells...

I'd respectfully suggest that this is your problem right here. Every character class needs magical items to survive at high levels. Fighters feel a lack of magic items more acutely than other classes because they don't have spells or other class abilities to fall back on and substitute for that lack but a lack of magic items hurts all classes.

Any wizard without save increasing items will fall to the first disintegrate, Finger or Death, or Destruction just as surely as the fighter will fall to a hold person. Come to think of it, the fighter might just succumb to a disintegrate, or destruction without save enhancing items. A cloak or vest of Resistance is a non-negotiable piece of equipment for any character above level 6.

The same is true of the fighter's need for magical swords and armor. Wizards and clerics need headbands of Intellect, Periapts of Wisdom, bracers of armor, rings of deflection, wands of magic missile (or cure light wounds), and pearls of power every bit as much as fighters need magical weapons and armor.

In other words, their class abilities don't cut it.

Just like every other class's class abilities won't cut it. That's hardly unique to fighters.

So what can be done?

Well, you could give them spell use (like most of the 3e classes). Yuck, huh? :p You could beef them up with magic items, or give them anti-magical powers (the latter being the 1e Barbarian's fortè, removed in 3e). You could give them Leadership and a coterie of lower-level fighters to command... Or, you could give them tactical skills to give them advantages in higher level combats.

You could also either:
A. Play in a campaign with a standard amount (plus or minus 30 to 40% or so) of magic items.

or

B. Use classes from a system like WoT that doesn't assume the same level of magic.

(Note that Leadership, coteries of low level fighters, and tactical skills would do absolutely nothing to deal with the problems you're discussing--the low level fighters would bog down combat and get annihilated in area effect spells. And the tactical skills would help fighters where they're already good--in dishing out damage--without giving them the ability to walk through walls of force or resist hold person spells.)

Exactly what would work I don't know... The problem, as I see it, is; "Only a fool goes to a gunfight without a gun." -- or in this case, only a Fighter goes to a magical free-for-all without magic. Whether a Fighter can do 500 HP/round isn't really the issue. A Wall of Force or similar will stop her, cold, with no way around it. So will Hold Person or a host of other spells. Raising the Will saves might help, some, but not solve the problem.

I don't know what gives you the idea that D&D is a magical free for all. There is certainly magic. That's what teamwork is for. The wizard can disintegrate the wall of force; the cleric can cast remove paralysis on the fighter. There's still plenty for the fighter to do--even without using his cape of the montebank to dimension door past the wall of force. (Or doing something similarly creative).
 

Re: High-level Fighters

Elder-Basilisk said:
The same is true of the fighter's need for magical swords and armor. Wizards and clerics need headbands of Intellect, Periapts of Wisdom, bracers of armor, rings of deflection, wands of magic missile (or cure light wounds), and pearls of power every bit as much as fighters need magical weapons and armor.

You don't see this as a weakness/problem?
 

Re: Re: High-level Fighters

Steverooo said:


You don't see this as a weakness/problem?

I don't. Here's why:

All during the low and mid levels, every character should be accumulating magic items and treasure.

Naturally, every character will use magic items that make their performance better.

To make fighting a challenge, the monsters and villainous NPCs the players face take into account the performance-enhancing magic the PCs should have been acquiring throughout their careers.

So, given that it's expected, no, it's not a sign of weakness or a problem that every character uses what magic is already available.

The lists of magic items in the DMG are there to be used. Collecting high-powered magic items is part of what makes D&D fun.
 

LordAO said:
In my opinion, it is spellcasters who are too weak at high levels. Virtually evrything they encounter has spell resistance or immunity to something magical. It gets very annoying.
I agree 100%. There are far too many creatures with SR. Originally in D&D, SR was meant to be something rare belonging only to a few very powerful creatures (IIRC the balor/balrog in OD&D was the first). Now it's relatively commonplace and makes wizs/sors virtually useless - which is no fun at all. Why bother having classes that can't do anything? You might as well have a hairdresser or ballet dancer class for all the difference it makes.
 

Re: Re: High-level Fighters

Steverooo said:


You don't see this as a weakness/problem?

I do, and imc, I don't have the PCs accumulate hordes of magical trinkets but rather unlock the secrets and discover the legends of the few powerful items they own. Since the rest of the world is also not sporting tons of magical items, and since I am loath to use monsters, at least of the magical, non-classed sort, much, it works out ok.
 

Zander said:
I agree 100%. There are far too many creatures with SR. Originally in D&D, SR was meant to be something rare belonging only to a few very powerful creatures (IIRC the balor/balrog in OD&D was the first). Now it's relatively commonplace and makes wizs/sors virtually useless - which is no fun at all. Why bother having classes that can't do anything? You might as well have a hairdresser or ballet dancer class for all the difference it makes.

Now now. Somebody has to cast Identify.

First off, on average monsters have their SR's set just about 11 points higher than their CR. So if you're fighting a creature appropriate to your level, then your spells should penetrate its SR about half of the time.

Secondly, there's plenty that you can do with spells that don't require you to bother with SR. Fly, Stoneskin, Greater Magic Weapon, Haste, Bull's Strength, Endurance, Polymorph...if you can't nuke the monster, then buff the warriors.
 

Felon said:
Secondly, there's plenty that you can do with spells that don't require you to bother with SR. Fly, Stoneskin, Greater Magic Weapon, Haste, Bull's Strength, Endurance, Polymorph...if you can't nuke the monster, then buff the warriors.

Or cast them on yourself and add in Tenser's transform and shield, and join the warriors. ;)
 

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