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*Pathfinder & Starfinder
A simple fix to balance fighters vs. casters ?
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<blockquote data-quote="Croesus" data-source="post: 5643670" data-attributes="member: 35019"><p>I'm going to disagree with the majority and say this is worth considering. In fact, my group used a similar house rule the last couple years we played 3.x - of course, we combined the rule with a rule that eliminated iterative attacks, which we found to be a pain for some players.</p><p></p><p>I would argue that damage output is a real problem in 3.x, given the huge boost to hit points that many monsters received due to Con bonuses. Just look at the number of hit points giants have vs. their 1E and 2E counterparts. I once saw a 10th level fighter take on a single hill giant one on one. One round later, the fighter was running for this life.</p><p></p><p>While spellcasters can deal damage to multiple opponents, e.g., fireball, their overall damage output tends to fall behind the potential output of the fighters at higher levels (depending on the AC of the opponents, of course). Boosting fighters damage output even more can help make fighters more useful in combat. </p><p></p><p>This doesn't address the issue of options, but I've played with many players who don't want to have a dozen different options every round, who just want to have fun pounding the stuffing out of things. I say, if it works for your game, go for it.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5643670, member: 35019"] I'm going to disagree with the majority and say this is worth considering. In fact, my group used a similar house rule the last couple years we played 3.x - of course, we combined the rule with a rule that eliminated iterative attacks, which we found to be a pain for some players. I would argue that damage output is a real problem in 3.x, given the huge boost to hit points that many monsters received due to Con bonuses. Just look at the number of hit points giants have vs. their 1E and 2E counterparts. I once saw a 10th level fighter take on a single hill giant one on one. One round later, the fighter was running for this life. While spellcasters can deal damage to multiple opponents, e.g., fireball, their overall damage output tends to fall behind the potential output of the fighters at higher levels (depending on the AC of the opponents, of course). Boosting fighters damage output even more can help make fighters more useful in combat. This doesn't address the issue of options, but I've played with many players who don't want to have a dozen different options every round, who just want to have fun pounding the stuffing out of things. I say, if it works for your game, go for it. [/QUOTE]
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A simple fix to balance fighters vs. casters ?
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