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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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<blockquote data-quote="Celtavian" data-source="post: 4354118" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>I agree to a degree. I did have to compensate for the variety that a wizard brought to the table like ensuring that there are ranged attackers present to deal with a flying wizard.</p><p></p><p>But the melees in our party had to be compensated for as well, specifically two-hander melees with power attack. I had a melee character with a greatspear that could outdamage the wizard on a round by round basis without using power attack. If he got to use power attack, the wizard could not touch him for damage, especially if he critted.</p><p></p><p>This guy was averaging 25 points a swing against evil creatures and more against evil outsiders. He was a half-orc fighter with an enormous strength and a tricked out greatspear and every feat to boost the damage. His ability to deal damage had to be accounted for because he could rip apart large groups of anything he could actually attack. </p><p></p><p>So though I had to take into account wizard versatilty, there were more than a few melee combinations that had to be accounted for as well in terms of their damage dealing. wizards weren't the only ones that had overpowered abilities in 3.x. </p><p></p><p>A twohander fighter was one.</p><p></p><p>The slower build two weapon fighter with two tricked out weapons was the other.</p><p></p><p>And the multiclass monk/fighter with the right feats was another, especially after they came out with the <em>Amulet of Mighty Fists</em> and <em>Vow of Poverty</em> that eliminated the monks inability to have a magic weapon.</p><p></p><p>And the Archer. You could build an archer from hell in 3.x edition that dealt sick damage.</p><p></p><p>So wizards weren't the only class you had to take into account for 3.5. I dealt with a ranger archer with the <em>splitting</em> magic item enhancement from <em>Champions of Ruin</em> and undead, dragons, and evil outsiders as his favored enemy. That guy didn't take a backseat to damage to anyone in our group. He had to be accounted for.</p><p></p><p>Dual wield rogue/fighter combos also could be strong against things not immune to crit.</p><p></p><p>So there were some melee combos that brought the pain.</p><p></p><p>One thing I will say, it is nice to see sword and board back in 4th edition. Shields were nice for defensive fighters. But it kind of sucked to be standing their with your shield and sword watching the other melees doing damage you could only dream of. The Paladin was the only class that seemed to shine with sword and board as he could use spells to augment his damage with a one handed weapon that a fighter could not.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4354118, member: 5834"] [b]re[/b] I agree to a degree. I did have to compensate for the variety that a wizard brought to the table like ensuring that there are ranged attackers present to deal with a flying wizard. But the melees in our party had to be compensated for as well, specifically two-hander melees with power attack. I had a melee character with a greatspear that could outdamage the wizard on a round by round basis without using power attack. If he got to use power attack, the wizard could not touch him for damage, especially if he critted. This guy was averaging 25 points a swing against evil creatures and more against evil outsiders. He was a half-orc fighter with an enormous strength and a tricked out greatspear and every feat to boost the damage. His ability to deal damage had to be accounted for because he could rip apart large groups of anything he could actually attack. So though I had to take into account wizard versatilty, there were more than a few melee combinations that had to be accounted for as well in terms of their damage dealing. wizards weren't the only ones that had overpowered abilities in 3.x. A twohander fighter was one. The slower build two weapon fighter with two tricked out weapons was the other. And the multiclass monk/fighter with the right feats was another, especially after they came out with the [i]Amulet of Mighty Fists[/i] and [i]Vow of Poverty[/i] that eliminated the monks inability to have a magic weapon. And the Archer. You could build an archer from hell in 3.x edition that dealt sick damage. So wizards weren't the only class you had to take into account for 3.5. I dealt with a ranger archer with the [i]splitting[/i] magic item enhancement from [i]Champions of Ruin[/i] and undead, dragons, and evil outsiders as his favored enemy. That guy didn't take a backseat to damage to anyone in our group. He had to be accounted for. Dual wield rogue/fighter combos also could be strong against things not immune to crit. So there were some melee combos that brought the pain. One thing I will say, it is nice to see sword and board back in 4th edition. Shields were nice for defensive fighters. But it kind of sucked to be standing their with your shield and sword watching the other melees doing damage you could only dream of. The Paladin was the only class that seemed to shine with sword and board as he could use spells to augment his damage with a one handed weapon that a fighter could not. [/QUOTE]
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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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