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Class Analysis: Fighter and Bard
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<blockquote data-quote="Jack the Lad" data-source="post: 6362974" data-attributes="member: 6777377"><p>Thank you - and I really mean that. Talking to Sacrosanct is starting to feel a bit like banging my head against a brick wall, but it's heartening to know someone's getting something out of my posts.</p><p></p><p></p><p></p><p>That's a good, reasonable list, and I agree that it shouldn't be necessary. I will point out that Fighters are penalised more by a scarcity of short rests far more than Wizards, which is why I've been querying Sacrosanct on his insistence that players should get so few; each short rest gives them their Second Wind, Action Surge and Superiority Dice if they're a Battle Master as well as the chance to spend Hit Dice, which they will need more than people who aren't deliberately engaging in melee. Healing aside, the Wizard only needs one short rest in the day to spend their Arcane Recovery.</p><p></p><p></p><p></p><p>This is true. During the playtest, Faerie Fire was spell that had a description but did not appear on any class spell list, and I took it on my Wizard and found it enormously effective and easily sufficient as a contribution to low level encounters all by itself. Only Bards and Druids have it now, but it's a very strong spell.</p><p></p><p></p><p></p><p>I see this argument (Fighters can ___ all day) a lot. People rarely stop to consider how often the ability will be relevant, though. With Jump, for instance, I think it's unlikely that you'll need to leap across a chasm more than once per day.</p><p></p><p>In fact, realistically, I find it very unlikely that a party will be presented with a chasm too wide to jump and a DM who won't allow them to shoot some kind of arrow + rope thing across it instead. I mention this spell mostly as a demonstration of the 'do anything' problem, but also as a demonstration of the weakness of Remarkable Athlete.</p><p></p><p></p><p></p><p>The problem mostly arises in boss battles. You probably won't bother to dispel an orc shaman's Witch Bolt (or whatever), but if a PC Wizard decides that the big bad Lich isn't casting any spells today, <em>he's just not</em>. When it arose for us, it was more than a bit anticlimatic. In hindsight, if I was running it, I probably would have given him Counterspell to Counterspell the Counterspells. But that quickly becomes pretty dumb, as I'm sure you can imagine.</p><p></p><p></p><p></p><p>I've touched on this upthread, but being hit by ranged attacks, particularly ranged weapon attacks, which can't bring the DC of a Concentration save above 10 (except for a heavy crossbow wielded by a creature with a +5 Dex mod, which has a 0.78% chance of doing so by critting and rolling 17+ damage on 2d10 - an exceptionally niche circumstance). If you have War Caster and either Transmuter's Stone or Resilient, DC10 Concentration saves very quickly become very easy to make:</p><p></p><p><img src="http://i.imgur.com/8wGzChe.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p></p><p>Level 3 isn't all that high, and it's not something you'll need or want to do in every encounter. Out of combat, it's the "I do ___ without rolling" issue. In combat, though, other classes can't duplicate it. Like Levitate, it makes you immune to a melee-only encounter. Unlike Levitate, you retain (and improve upon) your movement.</p><p></p><p></p><p></p><p>Right.</p><p></p><p></p><p></p><p>It depends on what you deem an army. See below a chart of showing how many skeletons it takes to beat a Fighter's DPR; level down the side, AC along the top.</p><p></p><p>To the right, I've added a chart showing how many skeletons you can potentially summon and control at each level by spending all your spell slots on it, which obviously is more of a theory op thing. As you can see, it doesn't take anything close to the max to outperform a Fighter.</p><p></p><p><img src="http://puu.sh/aWHFE/d6d5f94ed8.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://puu.sh/aWHNh/30da4237cf.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p></p><p>Right.</p><p></p><p></p><p></p><p>Because Forcecage says "prevents any matter from passing through it <strong>and </strong>blocking any spells cast into or out from the area" and Wall of Force doesn't. Also, leaving gaps lets them shoot back.</p><p></p><p></p><p></p><p>That seems a fair rule.</p><p></p><p></p><p></p><p>It's ridiculous, yeah. At the moment, though, probably the best thing the Fighter can do at 17+ is ask the Wizard to turn him into a dragon. Which is a bit depressing.</p></blockquote><p></p>
[QUOTE="Jack the Lad, post: 6362974, member: 6777377"] Thank you - and I really mean that. Talking to Sacrosanct is starting to feel a bit like banging my head against a brick wall, but it's heartening to know someone's getting something out of my posts. That's a good, reasonable list, and I agree that it shouldn't be necessary. I will point out that Fighters are penalised more by a scarcity of short rests far more than Wizards, which is why I've been querying Sacrosanct on his insistence that players should get so few; each short rest gives them their Second Wind, Action Surge and Superiority Dice if they're a Battle Master as well as the chance to spend Hit Dice, which they will need more than people who aren't deliberately engaging in melee. Healing aside, the Wizard only needs one short rest in the day to spend their Arcane Recovery. This is true. During the playtest, Faerie Fire was spell that had a description but did not appear on any class spell list, and I took it on my Wizard and found it enormously effective and easily sufficient as a contribution to low level encounters all by itself. Only Bards and Druids have it now, but it's a very strong spell. I see this argument (Fighters can ___ all day) a lot. People rarely stop to consider how often the ability will be relevant, though. With Jump, for instance, I think it's unlikely that you'll need to leap across a chasm more than once per day. In fact, realistically, I find it very unlikely that a party will be presented with a chasm too wide to jump and a DM who won't allow them to shoot some kind of arrow + rope thing across it instead. I mention this spell mostly as a demonstration of the 'do anything' problem, but also as a demonstration of the weakness of Remarkable Athlete. The problem mostly arises in boss battles. You probably won't bother to dispel an orc shaman's Witch Bolt (or whatever), but if a PC Wizard decides that the big bad Lich isn't casting any spells today, [I]he's just not[/I]. When it arose for us, it was more than a bit anticlimatic. In hindsight, if I was running it, I probably would have given him Counterspell to Counterspell the Counterspells. But that quickly becomes pretty dumb, as I'm sure you can imagine. I've touched on this upthread, but being hit by ranged attacks, particularly ranged weapon attacks, which can't bring the DC of a Concentration save above 10 (except for a heavy crossbow wielded by a creature with a +5 Dex mod, which has a 0.78% chance of doing so by critting and rolling 17+ damage on 2d10 - an exceptionally niche circumstance). If you have War Caster and either Transmuter's Stone or Resilient, DC10 Concentration saves very quickly become very easy to make: [IMG]http://i.imgur.com/8wGzChe.png[/IMG] Level 3 isn't all that high, and it's not something you'll need or want to do in every encounter. Out of combat, it's the "I do ___ without rolling" issue. In combat, though, other classes can't duplicate it. Like Levitate, it makes you immune to a melee-only encounter. Unlike Levitate, you retain (and improve upon) your movement. Right. It depends on what you deem an army. See below a chart of showing how many skeletons it takes to beat a Fighter's DPR; level down the side, AC along the top. To the right, I've added a chart showing how many skeletons you can potentially summon and control at each level by spending all your spell slots on it, which obviously is more of a theory op thing. As you can see, it doesn't take anything close to the max to outperform a Fighter. [IMG]http://puu.sh/aWHFE/d6d5f94ed8.png[/IMG] [IMG]http://puu.sh/aWHNh/30da4237cf.png[/IMG] Right. Because Forcecage says "prevents any matter from passing through it [B]and [/B]blocking any spells cast into or out from the area" and Wall of Force doesn't. Also, leaving gaps lets them shoot back. That seems a fair rule. It's ridiculous, yeah. At the moment, though, probably the best thing the Fighter can do at 17+ is ask the Wizard to turn him into a dragon. Which is a bit depressing. [/QUOTE]
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