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General Tabletop Discussion
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Are warriors & rogues required at high level?
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<blockquote data-quote="SimonMoon5" data-source="post: 1118245" data-attributes="member: 5821"><p>Well, in my experience (in a group of PCs that made it up to 16th-18th level in 3.0), the min-maxed archer (fighter/rogue/deepwoods sniper/initiate of the order of the bow/ with one level of cleric) was far and away the most useful member of the party, and sometimes the *only* useful member of the party.</p><p></p><p>My moderately min-maxed wizard character (plane-touched wizard/incantatrix with one level of monk, often polymorphed into marilith form) simply couldn't compete when it came to combat. With difficulties like spell immunity (golems or even undead against certain spells), spell resistance, elemental damage immunity or resistance, and saving throws, spells were rarely able to do a whole lot. The *only* thing this character had going for him was his insanely high AC, which meant that he could distract a monster by meeting it in melee combat, while the archer did all the damage from a distance.</p><p></p><p>The group's monk/rogue was totally and utterly useless after about 8th level. Traps were no big deal; the group's dwarf could just go ahead and set off every trap and not die. </p><p></p><p>The group's cleric wasn't really min-maxed, so he never stood out, but healing spells were always handy... just not as flashy as anybody else. Blade Barriers and Flame Strikes were nice... but not as nice as 4 arrows a round, doing 50 points of damage each (or even more on a crit, critting on a 17).</p><p></p><p>I did make a cleric-archer for another campaign when my original character was screwed over by the DM. He rocked, but I didn't get to play him long. However, the wizard in that game was useless in combat too (good for teleports for escape purposes but little else).</p></blockquote><p></p>
[QUOTE="SimonMoon5, post: 1118245, member: 5821"] Well, in my experience (in a group of PCs that made it up to 16th-18th level in 3.0), the min-maxed archer (fighter/rogue/deepwoods sniper/initiate of the order of the bow/ with one level of cleric) was far and away the most useful member of the party, and sometimes the *only* useful member of the party. My moderately min-maxed wizard character (plane-touched wizard/incantatrix with one level of monk, often polymorphed into marilith form) simply couldn't compete when it came to combat. With difficulties like spell immunity (golems or even undead against certain spells), spell resistance, elemental damage immunity or resistance, and saving throws, spells were rarely able to do a whole lot. The *only* thing this character had going for him was his insanely high AC, which meant that he could distract a monster by meeting it in melee combat, while the archer did all the damage from a distance. The group's monk/rogue was totally and utterly useless after about 8th level. Traps were no big deal; the group's dwarf could just go ahead and set off every trap and not die. The group's cleric wasn't really min-maxed, so he never stood out, but healing spells were always handy... just not as flashy as anybody else. Blade Barriers and Flame Strikes were nice... but not as nice as 4 arrows a round, doing 50 points of damage each (or even more on a crit, critting on a 17). I did make a cleric-archer for another campaign when my original character was screwed over by the DM. He rocked, but I didn't get to play him long. However, the wizard in that game was useless in combat too (good for teleports for escape purposes but little else). [/QUOTE]
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