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Advice needed on DM-player conflict (long)
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<blockquote data-quote="Mortaneus" data-source="post: 182625" data-attributes="member: 485"><p>Having run a Planescape game under 3e with a truly monstrous archer in the party, I feel the need to interject.</p><p></p><p>Despite their best efforts, 3e still suffers the classic problem of certain character types being the most powerful at certain levels.</p><p></p><p>Basically, the most powerful classes during various level ranges fall as follows, from what I've seen:</p><p></p><p>1-4: High strength melee monsters rule here. During this level span, merely hitting the opponents can be difficult, and with only one attack per round, you need to make them count. Strength is by far the most important asset for dealing damage at these levels, most magic weapons being out of reach.</p><p></p><p>5: Mages. Fireball. Nuff said.</p><p></p><p>6-10: Archers. They've just gotten their second attacks, the cleric and mage both have greater magic weapon to buff them with, bracers of archery become readily available within the budget, and they've probably started a prestige class. Rapid shot just compounds the problem. I ran into this during my planescape game when Samir, the archer, was dealing out over 60% more damage on average than the axe monster dwarf. Not only was his total damage bonus higher, but he hit a HECK of a lot more often.</p><p></p><p>11-14: The classes are mostly balanced in this range. The only ones that really stand out here are the Cleric (Harm and Heal), and the Monk, who can have a truly obscene AC by this point.</p><p></p><p>15+: Spellcasters. Esp mages and sorcerers. You can guess why.</p><p></p><p></p><p>To sum up, at the level you're at, your character IS the most powerful character in the party. It's standard for the archer to be the true death machine at those levels. Once you hit about level 11+, though everyone else catches up. The fighters get a third base attack, narrowing the gap caused by rapid shot, and everyone is starting to drip magic weaponry, making up for the obscene bonuses you're getting from bracers of archery, point blank, and the like. Wait a few levels. It'll balance out again.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 182625, member: 485"] Having run a Planescape game under 3e with a truly monstrous archer in the party, I feel the need to interject. Despite their best efforts, 3e still suffers the classic problem of certain character types being the most powerful at certain levels. Basically, the most powerful classes during various level ranges fall as follows, from what I've seen: 1-4: High strength melee monsters rule here. During this level span, merely hitting the opponents can be difficult, and with only one attack per round, you need to make them count. Strength is by far the most important asset for dealing damage at these levels, most magic weapons being out of reach. 5: Mages. Fireball. Nuff said. 6-10: Archers. They've just gotten their second attacks, the cleric and mage both have greater magic weapon to buff them with, bracers of archery become readily available within the budget, and they've probably started a prestige class. Rapid shot just compounds the problem. I ran into this during my planescape game when Samir, the archer, was dealing out over 60% more damage on average than the axe monster dwarf. Not only was his total damage bonus higher, but he hit a HECK of a lot more often. 11-14: The classes are mostly balanced in this range. The only ones that really stand out here are the Cleric (Harm and Heal), and the Monk, who can have a truly obscene AC by this point. 15+: Spellcasters. Esp mages and sorcerers. You can guess why. To sum up, at the level you're at, your character IS the most powerful character in the party. It's standard for the archer to be the true death machine at those levels. Once you hit about level 11+, though everyone else catches up. The fighters get a third base attack, narrowing the gap caused by rapid shot, and everyone is starting to drip magic weaponry, making up for the obscene bonuses you're getting from bracers of archery, point blank, and the like. Wait a few levels. It'll balance out again. [/QUOTE]
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