Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Book of Nine Swords -- okay?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leugren" data-source="post: 3059184" data-attributes="member: 44754"><p>Enlighten me, please. Beyond the acquisition of better magic items, how exactly do melee combat specialists appreciably and reliably increase their average damage output per round as they progress from, say, 8th-level to 15th-level? </p><p></p><p>- <strong>Is it because they get a couple more attacks on a full-attack action?</strong> OK, these help a little, but the extra attacks generally only hit if the opponent has an AC that is way below average for an opponent with a CR commensurate to your character level.</p><p></p><p>- <strong>Is it because of power attack?</strong> This helps a little, again, but only if you are fighting opponents that have an AC which is way below average.</p><p></p><p>- <strong>Is it because of AoO specialization?</strong> I'll readily admit that AoO specialization is one of the best ways for a melee combat specialist to increase his or her damage output per round, but it does so by increasing your number of attacks per round, not your average damage per attack. It's also not strongly linked to level advancement. I can acquire feats like Karmic Strike early in my career and pretty much top out my true damage-dealing potential but for a few minor boosts here and there.</p><p></p><p>- <strong>Is it from feats like Weapon Specialization, Greater Weapon Specialization, and Weapon Mastery?</strong> To a monster with 200+ HP, your ability to deal an extra +4 or +6 points of damage per hit is pretty much a joke!</p><p></p><p>- <strong>Is it because you can play a Frenzied Berserker?</strong> Yeah, I just love playing characters that will kill their own party members!</p><p></p><p>- <strong>Is it because you can create an uber-charger?</strong> Maybe. But this means that <em>all</em> melee combat specialists will need to be leap attacking shock troopers in order to hang with the spellcasting classes.</p><p></p><p>So please teach me. I'd really love to know how I can reliably and dramatically increase my average damage per round as I advance in level without relying on my DM to hand out some "phat magic loot" or without relying on one of a select few ultra-optimized one-trick-pony builds, like uber-chargers, and gatling-gun AoO specialists. </p><p></p><p>As a melee combat specialist, the only way I can think of to do this reliably is by playing one of the martial adept classes from ToB.</p><p></p><p></p><p></p><p>I'm in the camp of those who, like Mike Mearls, always thought that melee types were underpowered in D&D 3.x beyond around 8th level, and who is happy as heck to have the new options from ToB to help remedy this situation.</p><p></p><p>P.S. To those of you who argue that spellcasters are severely constrained by their limited resources per day, I say two things:</p><p></p><p>1) Wands, Staffs, and Scrolls: invest or create your own!</p><p>2) When the spellcasters' resources become depleted, call for the team to make camp! If you're in the middle of a dungeon, pick up a scroll of the 1st-level <em>rope trick</em> spell or something similar. This makes the limitation largely irrelevant in almost all instances. How many teams insist on soldiering on long after their spellcasters are all but useless? Such teams are begging for a TPK! DMs will only occasionally force the issue because they want the players of the spellcasters to have fun too. It's the same reason you rarely see rust monsters running around in a dungeon.</p></blockquote><p></p>
[QUOTE="Leugren, post: 3059184, member: 44754"] Enlighten me, please. Beyond the acquisition of better magic items, how exactly do melee combat specialists appreciably and reliably increase their average damage output per round as they progress from, say, 8th-level to 15th-level? - [B]Is it because they get a couple more attacks on a full-attack action?[/B] OK, these help a little, but the extra attacks generally only hit if the opponent has an AC that is way below average for an opponent with a CR commensurate to your character level. - [B]Is it because of power attack?[/B] This helps a little, again, but only if you are fighting opponents that have an AC which is way below average. - [B]Is it because of AoO specialization?[/B] I'll readily admit that AoO specialization is one of the best ways for a melee combat specialist to increase his or her damage output per round, but it does so by increasing your number of attacks per round, not your average damage per attack. It's also not strongly linked to level advancement. I can acquire feats like Karmic Strike early in my career and pretty much top out my true damage-dealing potential but for a few minor boosts here and there. - [B]Is it from feats like Weapon Specialization, Greater Weapon Specialization, and Weapon Mastery?[/B] To a monster with 200+ HP, your ability to deal an extra +4 or +6 points of damage per hit is pretty much a joke! - [B]Is it because you can play a Frenzied Berserker?[/B] Yeah, I just love playing characters that will kill their own party members! - [B]Is it because you can create an uber-charger?[/B] Maybe. But this means that [I]all[/I] melee combat specialists will need to be leap attacking shock troopers in order to hang with the spellcasting classes. So please teach me. I'd really love to know how I can reliably and dramatically increase my average damage per round as I advance in level without relying on my DM to hand out some "phat magic loot" or without relying on one of a select few ultra-optimized one-trick-pony builds, like uber-chargers, and gatling-gun AoO specialists. As a melee combat specialist, the only way I can think of to do this reliably is by playing one of the martial adept classes from ToB. I'm in the camp of those who, like Mike Mearls, always thought that melee types were underpowered in D&D 3.x beyond around 8th level, and who is happy as heck to have the new options from ToB to help remedy this situation. P.S. To those of you who argue that spellcasters are severely constrained by their limited resources per day, I say two things: 1) Wands, Staffs, and Scrolls: invest or create your own! 2) When the spellcasters' resources become depleted, call for the team to make camp! If you're in the middle of a dungeon, pick up a scroll of the 1st-level [I]rope trick[/I] spell or something similar. This makes the limitation largely irrelevant in almost all instances. How many teams insist on soldiering on long after their spellcasters are all but useless? Such teams are begging for a TPK! DMs will only occasionally force the issue because they want the players of the spellcasters to have fun too. It's the same reason you rarely see rust monsters running around in a dungeon. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Book of Nine Swords -- okay?
Top