Treebore said:
Sorry, last time I checked the rules creatures around 5 levels below the level of the party are supposed to be worth earning some xp's. Mowing them down as easy as grass doesn't earn xp's.
Each one is supposed to take some fraction of 20% of the party resources. Most of the time, especially when the monsters totally fail to use tactics, this will end up being almost zero. Occasionally a lucky crit will get through.
I think Whirlwind is just another example of power creep in 3E. When you have to throw creatures that are almost the same power level, individually, to challenge the party, the group is too powerful.
You totally don't understand the CR system. A SINGLE fighter at level 9 is a CR 9. A CR 9 encounter is supposed to take 20% of the resources of the party to defeat.
In short - CR 9 is not the same power level as an entire party. And if you keep using bad tactics with him, then you're cutting off a point or two in CR anyway.
At least in the encounters the spellcasters had to use a lot of their spells, and then use a fair amount of healing.
So you're saying that the low-level mooks used up party resources, just like they're supposed to.
I guess your comparison to mowing through them like grass was totally pointless then.
Of course when they ran into the fire giants things got real ugly. Who essentially even got a surprise round on the party. OF course the Fire Giants were at the other end of the power spectrum. They had at least an AC of 23, about 140 HP's, and dealt 3d6+15 Damage with each attack, with a +20 full attack bonus. Kicked the parties butts until they started drinking potions of flying and got into the air.
Don't see why that should help - then they just switch to throwing stuff... Assuming they're not on "charge the living blender and hope to make it through" mode.
Meanwhile, lets say the whirlwind guy has just a sword, and has 4 NPC's around him
...
So in two rounds he will do an average of 152 Damage to all 4 of the NPCS, 38 HP to each.
HERE IS YOUR PROBLEM. The whirlwind guy can, at best, 5' step to get into position before whirlwinding. At that point you're saying that it's a regular to have 4 guys within 5' of him? And that those guys STAY within 5' of him for further rounds?
Anyway, I see the Whirlwind guy doing a lot more damage, and getting significantly worse as bonuses are added, and worse if he uses a reach weapon. So Great Cleave is a lot more balanced in terms of damage done to NPC's.
Because for some reason the NPC's are morons who stay within 5' of someone with whirlwind. I'll agree that reach makes this a slightly more common tactic, but it's still not that great.
And what are those NPCs doing on their go? If the answer is "nothing, they're not effective melee combatants", then there's the problem. They're not effective melee combatants, and should never have been in melee in the first place.
Otherwise, I can really see mr spiked chain fighter expending a lot of resources (ie - hitpoints) to keep this up. I mean - just imagine if those guys are 5th level rogues? Or even if they just two-handed power attack their flanking bonus away.
Or, gasp, if one of them trips, grapples, disarms or sunders. My goodness - Mr whirlwind is suddenly a non-threat.
Plus Whirlwind is worse than any mage with metamagicked spells, simply because a Whirlwind fighter can deal that damage all day long. Mages/sorcerors/spellcasters are limited to spells per day or charges.
All day long, as long as he remains in combat with 4+ foes at a time and doesn't get killed. Mr mage is doing it from 400+ feet away...
The only time I ever see Cleave/Great Cleave become awesome is after the mighty spellcaster has already softened up the enemy with fireballs, etc... Throw a Whirlwind fighter in the mix, and the Great Cleaves will never stop. Severe power escalations, which is exactly why a lot of DM's don't like DMing high level parties, it gets real hard, real fast, to keep them challenged.
Well, if you insist on using NPC's who act like they're invited to a blender party at Mr Spiked-chain's house, yes. Otherwise cleave/great cleave has this nice advantage that you don't really need to set it up before you use it. You can charge, move etc etc and still potentially get that cleave.
WWA requires you to 5' step and no more. After the first one, the guy should basically not be able to use it effectively for most of the rest of the fight, unless he's fighting morons.
I swear - this is the first time I've heard the argument
"This tactic is too powerful because it lets people mow through low level mooks who don't use tactics with only a small expenditure in resources".