Felon said:Is it being suggested that a power-attacking barbarian with greater rage is such an impotent joke that he can just be ignored? Sorry, that's a tough sell.
It wasn't all that great a strategem before (see above), except that the arcanists are the guys who'll have 60 hit points or so at a level where characters can suffer 60 hit points of damage even after a successful save. You go for the arcanists because they're the squishiest targets, not because keen holy greatswords hit like wet rags.
Well, good thing I am not trying to sell you anything. I never said fighters or barbarians were impotent jokes, I said they were not as big of a threat as the mages and healers in a fight where its gonna be close -- a well placed AoE or well timed heal can change disaster into victory and rarely is it the melee alone that manage to turn the tide.
The fact they are such soft targets and have powerful healing or arcane might capable of changing defeat into victory is precisely why taking them out very quickly is a very standard and good strategy. You can read through the story hours and see it implemented time and time again.
Now, we've got martial adepts that are as tough as any warrior class that's come before them, if not tougher, plus they do a ton more damage. Their gap that you perceive as being filled served a purpose, just as the hit-point gap and AC gaps between warriors and mages do. Give and no take.
But the whole "I'm better than you, but that means I draw more bad guy aggro" has always been a pretty weak sophism in gaming (q.v. those 1e cavaliers).
I don't think they do a ton more damage...seems to me, they do burst damage, which can often make them seem more threatening then someone pounding away with steady damage, but very little big burst damage. The adept classes are still giving and taking, just not by the same exact formula thats been previously used to death.
Being better then someone has nothing to do with drawing agro....its perception of threat that does in rpgs, that perception usually centers on the arcane casters first, then healers, then melee...when you blur the line it changes the standard and accepted tactics of the game. That weak sophism usually only works reliably in computer games.