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General Tabletop Discussion
*Pathfinder & Starfinder
Characters have huge ACs and low attack bonuses
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<blockquote data-quote="Gort" data-source="post: 3272537" data-attributes="member: 11239"><p>First off, grappling won't work because every character has a ring of freedom of movement. (thanks, horribly broken grappling rules!)</p><p></p><p>Secondly, mooks don't survive more than a round against the warmage and the druid - the more enemies there are the more damage their area spells do. And the warmage will NEVER run out of spells. He has a huge compliment of offensive firepower, and he's got a ring of wizardry 3 to give him 14 fireballs, just in case he runs out of awesome spells. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think Stalker0 has put it best so far - straight up fighter opponents just don't work too well at these levels. Even the "max attack" barbarian build from earlier, who can hit a character 50% of the time isn't going to last very long against the whole party. Plus, I'd rather not have to make every footsoldier maxed out for hitting power just so I don't have to roll a natural 20 to hit...</p><p></p><p>Ah well, I guess at these high levels you have to work in a fair number of buffs and tactical choices, you can't just have them make attack rolls and hope to hit...</p></blockquote><p></p>
[QUOTE="Gort, post: 3272537, member: 11239"] First off, grappling won't work because every character has a ring of freedom of movement. (thanks, horribly broken grappling rules!) Secondly, mooks don't survive more than a round against the warmage and the druid - the more enemies there are the more damage their area spells do. And the warmage will NEVER run out of spells. He has a huge compliment of offensive firepower, and he's got a ring of wizardry 3 to give him 14 fireballs, just in case he runs out of awesome spells. :) I think Stalker0 has put it best so far - straight up fighter opponents just don't work too well at these levels. Even the "max attack" barbarian build from earlier, who can hit a character 50% of the time isn't going to last very long against the whole party. Plus, I'd rather not have to make every footsoldier maxed out for hitting power just so I don't have to roll a natural 20 to hit... Ah well, I guess at these high levels you have to work in a fair number of buffs and tactical choices, you can't just have them make attack rolls and hope to hit... [/QUOTE]
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Characters have huge ACs and low attack bonuses
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