LuYangShih, you continue to ignore facts and base your argument on suppositions.
LuYangShih said:
A +4 weapon is, mathematically speaking, better than two +3 weapons. You will do more damage and hit more often with the +4 weapon.
This is not strictly true unless one assumes the character wielding two weapons has not taken the TWF feat. I'd much rather have a two-weapon wielding character with two +3 short swords than a one-weapon wielder with a single +4 short sword.
Test it using short swords. Assume each character has the same STR and BAB and cancel out all character abilities that provide the same bonuses. The character class does not matter, but assume it's high enough to allow for a +2 BAB for the purposes of using Power Attack. In your first test, assume the character wielding one weapon took Iron Will (or Alertness, or some other non-combat feat) instead of Power Attack. Do that because it's better for that character; Power Attack makes it even worse for the one-weapon wielder.
You'll find the following damage curves, unless our math is different. The one-weapon character has a +4 short sword, the two-weapon character has two +3 short swords. The damage is multiplied by two for the two-weapon wielder and he is calculated as having as -2 attack roll, as per TWF feat.
AC, %success, enh 1wf att%, act 1wf dam, enh twf att%, act enh twf dam, best choice
5, 0.8, 1, 7.5, 0.85, 11.05, TWF
6, 0.75, 0.95, 7.125, 0.8, 10.4, TWF
7, 0.7, 0.9, 6.75, 0.75, 9.75, TWF
8, 0.65, 0.85, 6.375, 0.7, 9.1, TWF
9, 0.6, 0.8, 6, 0.65, 8.45, TWF
10, 0.55, 0.75, 5.625, 0.6, 7.8, TWF
11, 0.5, 0.7, 5.25, 0.55, 7.15, TWF
12, 0.45, 0.65, 4.875, 0.5, 6.5, TWF
13, 0.4, 0.6, 4.5, 0.45, 5.85, TWF
14, 0.35, 0.55, 4.125, 0.4, 5.2, TWF
15, 0.3, 0.5, 3.75, 0.35, 4.55, TWF
16, 0.25, 0.45, 3.375, 0.3, 3.9, TWF
17, 0.2, 0.4, 3, 0.25, 3.25, TWF
18, 0.15, 0.35, 2.625, 0.2, 2.6, ONE
19, 0.1, 0.3, 2.25, 0.15, 1.95, ONE
20, 0.05, 0.25, 1.875, 0.1, 1.3, ONE
21, 0.05, 0.2, 1.5, 0.05, 0.65, ONE
22, 0.05, 0.15, 1.125, 0.05, 0.65, ONE
23, 0.05, 0.1, 0.75, 0.05, 0.65, ONE
24, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
25, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
26, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
27, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
28, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
29, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
30, 0.05, 0.05, 0.375, 0.05, 0.65, TWF
Or in a formatted table:
Code:
AC one hit%|one dam|twf hit%|twf dam|best choice
5 1 7.5 0.85 11.05 TWF
6 0.95 7.125 0.8 10.4 TWF
7 0.9 6.75 0.75 9.75 TWF
8 0.85 6.375 0.7 9.1 TWF
9 0.8 6 0.65 8.45 TWF
10 0.75 5.625 0.6 7.8 TWF
11 0.7 5.25 0.55 7.15 TWF
12 0.65 4.875 0.5 6.5 TWF
13 0.6 4.5 0.45 5.85 TWF
14 0.55 4.125 0.4 5.2 TWF
15 0.5 3.75 0.35 4.55 TWF
16 0.45 3.375 0.3 3.9 TWF
17 0.4 3 0.25 3.25 TWF
[b]
18 0.35 2.625 0.2 2.6 ONE
19 0.3 2.25 0.15 1.95 ONE
20 0.25 1.875 0.1 1.3 ONE
21 0.2 1.5 0.05 0.65 ONE
22 0.15 1.125 0.05 0.65 ONE
23 0.1 0.75 0.05 0.65 ONE
[/b]
24 0.05 0.375 0.05 0.65 TWF
25 0.05 0.375 0.05 0.65 TWF
26 0.05 0.375 0.05 0.65 TWF
27 0.05 0.375 0.05 0.65 TWF
28 0.05 0.375 0.05 0.65 TWF
29 0.05 0.375 0.05 0.65 TWF
30 0.05 0.375 0.05 0.65 TWF
With Power attack it's even worse for the one-weapon wielder. Assume the character with Power Attack throws +2 attack into +2 damage:
AC, pa enh, pa 1wf dam, enh twf att%, act enh twf dam, Best choice
5, 0.9, 8.55, 0.85, 11.05, TWF
6, 0.85, 8.075, 0.8, 10.4, TWF
7, 0.8, 7.6, 0.75, 9.75, TWF
8, 0.75, 7.125, 0.7, 9.1, TWF
9, 0.7, 6.65, 0.65, 8.45, TWF
10, 0.65, 6.175, 0.6, 7.8, TWF
11, 0.6, 5.7, 0.55, 7.15, TWF
12, 0.55, 5.225, 0.5, 6.5, TWF
13, 0.5, 4.75, 0.45, 5.85, TWF
14, 0.45, 4.275, 0.4, 5.2, TWF
15, 0.4, 3.8, 0.35, 4.55, TWF
16, 0.35, 3.325, 0.3, 3.9, TWF
17, 0.3, 2.85, 0.25, 3.25, TWF
18, 0.25, 2.375, 0.2, 2.6, TWF
19, 0.2, 1.9, 0.15, 1.95, TWF
20, 0.15, 1.425, 0.1, 1.3, PA1
21, 0.1, 0.95, 0.05, 0.65, PA1
22, 0.05, 0.475, 0.05, 0.65, TWF
23, 0.05, 0.475, 0.05, 0.65, TWF
24, 0.05, 0.475, 0.05, 0.65, TWF
25, 0.05, 0.475, 0.05, 0.65, TWF
26, 0.05, 0.475, 0.05, 0.65, TWF
27, 0.05, 0.475, 0.05, 0.65, TWF
28, 0.05, 0.475, 0.05, 0.65, TWF
29, 0.05, 0.475, 0.05, 0.65, TWF
30, 0.05, 0.475, 0.05, 0.65, TWF
Or in a formatted table:
Code:
AC pa hit%|pa dam|twf att%|twf dam|best choice
5 0.9 8.55 0.85 11.05 TWF
6 0.85 8.075 0.8 10.4 TWF
7 0.8 7.6 0.75 9.75 TWF
8 0.75 7.125 0.7 9.1 TWF
9 0.7 6.65 0.65 8.45 TWF
10 0.65 6.175 0.6 7.8 TWF
11 0.6 5.7 0.55 7.15 TWF
12 0.55 5.225 0.5 6.5 TWF
13 0.5 4.75 0.45 5.85 TWF
14 0.45 4.275 0.4 5.2 TWF
15 0.4 3.8 0.35 4.55 TWF
16 0.35 3.325 0.3 3.9 TWF
17 0.3 2.85 0.25 3.25 TWF
18 0.25 2.375 0.2 2.6 TWF
19 0.2 1.9 0.15 1.95 TWF
[b]
20 0.15 1.425 0.1 1.3 PA1
21 0.1 0.95 0.05 0.65 PA1
[/b]
22 0.05 0.475 0.05 0.65 TWF
23 0.05 0.475 0.05 0.65 TWF
24 0.05 0.475 0.05 0.65 TWF
25 0.05 0.475 0.05 0.65 TWF
26 0.05 0.475 0.05 0.65 TWF
27 0.05 0.475 0.05 0.65 TWF
28 0.05 0.475 0.05 0.65 TWF
29 0.05 0.475 0.05 0.65 TWF
30 0.05 0.475 0.05 0.65 TWF
If you increase the damage die (for large short swords), it gets worse for the one-weapon wielder by one AC. If you decrease the damage die (for small short swords) it gets better for the Power Attacker by one AC.
You can add your STR bonus and BAB to any AC in this chart to determine which ACs you "should" be hitting to maximize your benefit with a short sword. Of course, no one-weapon wielding character should use a short sword, but I couldn't let LuYangShih's statement stand, since it is inaccurate.
LuYangShih said:
Takyris said:
As for what I admitted, I'd appreciate you not twisting my words. What I said was that a member of one of those classes who specialized in a class-favored style (hit-and-run for rogues, tanking for barbarians, archery or two-weapon fighting for rangers) would outfight a generalist fighter using that same style. A fighter specializing in one of those styles will do just as well, generally speaking, as his class-specialized counterpart.
Actually, no, he would not. Fighters do not have the hitpoints, Rage, or DR of the Barbarian. Not to mention the faster speed. Barbarians are always better tanks. Fighters do not have Sneak Attack, Hide, Move Silently, or any detection skills. The Rogue is always better at hit and run. Rangers so completely outclass Fighters in the ranged combat area it is luaghable.
It is more accurate to say Barbarians are better
cannons. The Fighter will almost always have a better AC. The Barbarian probably does more damage than the Fighter over a shorter period of time. At low levels, he can exceed the Fighter by using rage once or twice per day. The Fighter uses all of his abilities all the time.
Which is better? The DMG calls for an average encounter to use 25% of a party's resources, so any campaign which sees more than 1 encounter including a BBN1-3 and a FTR 1-3 will see the BBN at a minor disadvantage for all but the encounter in which he rages. If the party includes a BBN and FTR 4, the BBN enjoys a slimmer advantage (the Fighter just got Weapon Specialization) for two encounters.
Basically, if you have one or two encounters per day at low levels, play a Barbarian. This is especially true if you're playing a non-combat focused campaign. If you have more than that or are playing in a combat-centric game, you're probably better off being a Fighter.
The Ranger is
not better than a Fighter of equivalent level at ranged combat or two-weapon fighting
except at 11th level or if the Ranger is facing a twice-favored enemy, thrice-favored after level 12. The Fighter keeps pace with combat feats.
By second level, both have Rapid Shot. In fact, the Fighter had it at 1st if he took it instead of Precise Shot. The Ranger can't take Precise Shot until 3rd level. Both have Weapon Focus.
By sixth level, the RGR and FTR have Manyshot. The RGR just got Dodge. The FTR also has Mobility and Weapon Specialization.
By 11th level, the RGR has Improved Precise Shot and Mobility. The FTR has Greater Weapon Focus, Spring Attack, and Combat Expertise.
By 12th level, the RGR has Spring Attack. The FTR has Whirlwind Attack and Greater Weapon Specialization. To keep pace with damage output against anyone the Ranger
must have chosen the same favored enemy twice. To exceed the damage output of the Fighter at all, the Ranger
must have chosen the same favored enemy three times.
While the Fighter is mastering ranged combat, he's also mastering melee combat. While personally I think it's better to put his Weapon Focus, GWF, Weapon Specialization and GWS into melee combat, he could put them into ranged combat, thereby owning the ranged combat space.
*cough*
Which character is better at ranged combat again?
Finally, Rogues do not have staying power. The Rogue is not going to be able to deal with mobs rushing the spellcasters, and to use his special combat ability he
must have a partner. The type of partner doesn't really matter. If the party faces undead, or constructs, or anything else with an immunity to criticals, the rogue's ability is reduced.
In the meantime, look at that Fighter go!
LuYangShih said:
Except the Fighter isn't any better in combat than any of the other classes. Your example proves nothing, by the way. The Fighter gains no special combat abilities that are not matched or bettered by the other classes, rendering whatever point you had moot.
That's a baseless statement unless you're using a different definition of "better" than, say, Merriam-Webster does.
Webster's Dictionary said:
1. Having good qualities in a greater degree than another; as, a better man; a better physician; a better house; a better air.
The Fighter is all over combat. He has good qualities (combat abilities) in greater degree than anyone else.
FrankTrollman said:
However there's a much bigger problem. The Desert Raider, the Pirate, the Crusader, and all the other "Fighter Variants" - are in fact different Core Classes. You can multiclass between them freely.
Frank, yesterday I asked for you to point these core classes out in the 3.5 core rulebooks. I looked again and didn't see them. Can you please help me find them?