A simple fix to balance fighters vs. casters ?

Nice build to keep in mind, though the lack of a spell list hampers the analysis. Was there something you were trying to point out besides that being restricted to PHB isn't that bad? Not trying to be snarky, it has just been a long day and my brain is on a bit of auto-pilot. :yawn:
In that case, I will forgive you for failing your spot check to notice that little box under the skills list that says "Reveal spell list". ;)
 

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I know I'm beating a dead horse, but how about this house rule:

Reasoning: I feel that casters overshadow fighter (and other noncasters) after mid-levels. However if all 10th-level fighters with a longswords would hit for 1d8+level+other modifiers for damage, this would even things.

Of course this would raise questions, but in overall I feel that this would make sense and give some edge to higher level fighters. At least it would make a bit more sense for an epic level fighter to challenge an epic level wizard (I would still bet on the wizard).

Any thoughts? I know that this idea will not be well-received, but at least we can go over again the fundamental problems between noncasters and casters.

No 1 class is better than any other, yes spell casters require less thinking to deal massive damage, but fighters can deal massive damage as well, an epic level chavalierman with ranks in fighter could crit at as much as a x8! (lance charge x5, lance crt x3, and +1 great critical) mesh that with a +5 lance and whatever is on the receiving end of that +power attack is dead.(yeah, Skhimet, this was the end goal :P ) In my opinion, the balance is shifted when casters reach max damage dice (usually 15D6), as you see, max on that spell is 90, however, melee combatants can keep growing stronger and finding new ways to improve their damage.

So my suggestion, is to slap your fighters and tell them to use their imaginations for once :P

==hope I could help== :D
 


yeah, they have auto kill spells, really easy to negate, I mean common what's 25K to gain a +8 fort save? you can get that on your armor without even using a +anything, also numerous items prevent death effects, and their are easy ways to improve will as well, and well why not, I'll have boots of dimensional anchoring too :) also SR is spendy to get, but at epic you gain it anyway, and it stacks with magical items. :D and improved evasion dominates all damage spells, so that leaves... Power word stuff, and necromancy, can't do much for harm but it has a dice cap :P
 

CrazyNinjabeast, would you care to see a practical demonstration? Say, a level 20 match that is either a PVP or two PCs working together to fight a bunch of monsters? I feel that I can demonstrate to you what you fail to see.
 

As the DM you could easily set me up against a combat that I would loose, likewise I could smoke an epic spell caster in 2 rounds if I were the DM, I don't think it would prove much :P
 



There's a dice roller on the forum.

If you do not wish to do this online, I understand. It can be difficult.

Would you care to entertain a thought experiment?

Let's talk about power; there are two things when it comes to power. There is peak power, and there is breadth of power. A sorcerer build like this has, would you not say, quite a bit of breadth? You've got illusions, invisibility, teleportation, planar travel, summoning, buffing, and other useful spells. Basically, useful on and off the battlefield, correct?

What of the fighter you mentioned earlier? At level 20, what is his breadth of power?
 

I am well aware of a spell casters numerous abilities (as I myself play an almost epic Lv Cleric) But as the fact stands that not all of them are useful at anytime, the end goal remains the same, to vanquish the enemy. (we're talking combat here) You have buff magic, fighters have much more health, also and desired magical effect that I should find to be useful, I can purchase. So to address your argument, yes it is true, that fighters are slightly less versatile when fighting unconventional enemies. But fighters do not need to hide, or flee.

As my DM once told me, there are 4 types of players in D and D

-- Those who say, I will hit you many times, and you can try to hit me once (dex fighters)

-- Those who say, hit me if you want, but I will hit you harder (Str fighters)

-- Those who say, try to hit me, my armor is to thick, and me DR is champ (tanks)

-- And then those who say, I'll hang back and attack from here/aid my allies (archers/spell casters)

They are wide categories but I felt that they would help solidify my point

(btw have you played a melee combatant before?)
 

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