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Advice for a 6th lvl Newbie!
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<blockquote data-quote="mmu1" data-source="post: 161844" data-attributes="member: 319"><p>Hmm... Well, let me take a stab at this.</p><p></p><p>1. Forget about Whirlwind Attack and Spring Attack. Whirlwind attack is incredibly overrated (because the D&D combat system is such that you're much better off concentrating all your attacks on the same enemy rather than doing a little bit of damage to a lot of enemies), and Spring Attack is not something the party tank should be playing around with - you want to be at the front lines, getting your full attack in as often as possible and soaking up the damage that party members with less HP can't handle, not flitting about like a butterfly, leaving unengaged enemies free to attack weaker party members.</p><p></p><p>2. Once again a reccommendation for Iron Will: When playing a class with feats to spare, this is really a no brainer, mind affecting spells are the absolute Achilles heel of any Fighter. </p><p></p><p>3. Expertise. It's great for those times when you just need to hold something off and stay alive long enough for the rest of the party to bring their attacks to bear on it. Especially when fighting something incorporeal or resistant to melee attacks, and waiting for the party mage to get off his bony ass and do something about it. Although I too can't stress the importance of increasing CON enough - whether you want to boost that or INT should be based on just how many HP you have at the moment (if you're above average, it can wait), and whether you're likely to get any CON-boosting items in your campaign (as you certainly won't be getting any INT-boosting ones)</p><p></p><p>4. Blind Fighting. I can't believe this wasn't mentioned yet - it HALVES your chance to miss any enemy with some form of concealment (not just completely invisible ones), and protects your from being sneak attacked in melee by invisible creatures.</p><p></p><p>5. Quick Draw. It doesn't look like much, but it can be a life-saver in situations where you only have a partial action, or when you suddenly need to switch between melee and ranged weapons.</p></blockquote><p></p>
[QUOTE="mmu1, post: 161844, member: 319"] Hmm... Well, let me take a stab at this. 1. Forget about Whirlwind Attack and Spring Attack. Whirlwind attack is incredibly overrated (because the D&D combat system is such that you're much better off concentrating all your attacks on the same enemy rather than doing a little bit of damage to a lot of enemies), and Spring Attack is not something the party tank should be playing around with - you want to be at the front lines, getting your full attack in as often as possible and soaking up the damage that party members with less HP can't handle, not flitting about like a butterfly, leaving unengaged enemies free to attack weaker party members. 2. Once again a reccommendation for Iron Will: When playing a class with feats to spare, this is really a no brainer, mind affecting spells are the absolute Achilles heel of any Fighter. 3. Expertise. It's great for those times when you just need to hold something off and stay alive long enough for the rest of the party to bring their attacks to bear on it. Especially when fighting something incorporeal or resistant to melee attacks, and waiting for the party mage to get off his bony ass and do something about it. Although I too can't stress the importance of increasing CON enough - whether you want to boost that or INT should be based on just how many HP you have at the moment (if you're above average, it can wait), and whether you're likely to get any CON-boosting items in your campaign (as you certainly won't be getting any INT-boosting ones) 4. Blind Fighting. I can't believe this wasn't mentioned yet - it HALVES your chance to miss any enemy with some form of concealment (not just completely invisible ones), and protects your from being sneak attacked in melee by invisible creatures. 5. Quick Draw. It doesn't look like much, but it can be a life-saver in situations where you only have a partial action, or when you suddenly need to switch between melee and ranged weapons. [/QUOTE]
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