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<blockquote data-quote="Caliban" data-source="post: 7041606" data-attributes="member: 284"><p>So in your games all combats start with the opponents 100+ feat apart? That's a problem with your game, not with the fighter class. It's <strong>Dungeons</strong> and Dragons, not Fields and Felldrakes. </p><p></p><p>But if you want to go that route, make it a dex based fighter using archery style, Sharpshooter, and Crossbow Expert with hand crossbows. Now the fighter has 120 attacks over 30 rounds...</p><p></p><p></p><p></p><p>And as I said, fighters have more damage increasing options depending on the subclass. I'm not going to do the math again, other people are more interested and better at keeping track of the theoretical outcomes better than me. </p><p></p><p>I will point out that you keep assuming that your wizard does fireball and firebolt and nothing else. That's not what happens in any game I've played. </p><p></p><p></p><p></p><p>Not at all - I showed that the fighter out damaged your wizard without any magic items at all, then showed that a powerful weapon only increased the damage gap. </p><p></p><p></p><p></p><p>Hey, you are the one that left out AC and assumed all attacks hit in your initial presentation. And a properly played fighter or cooperative group can arrange for Advantage more often than not. (or Bless + Advantage, which is what my great weapon character operated with for most of his career. He wasn't a fighter though - he was a Bladelock with one level of fighter.)</p><p></p><p></p><p>Yes, in most combats, on average a well built fighter will out damage the well built wizard from round to round. The wizard will outpace the fighters when they spend more resources, but the fighter spends almost no resources to do their damage. The few they do spend are recovered on a short rest. </p><p></p><p>That is my experience. Your experience obviously differs. </p><p></p><p>But there is another issue here - This isn't supposed to be a competition. Does the fighter or the wizard have to "win" in order for the group to have fun and succeed? It's supposed to be a cooperative game, PC's vs the monsters. They should be helping each other set up their cool things. </p><p></p><p></p><p>There's the important bit. In your opinion. If fighters have been lackluster in your game, it may be due to the way the combats are set up (your game seems to favor ranged attackers, since you describe combats mostly starting with enemies 60+ feet away). It may be due to the builds the fighters used. It may be due to the players. There are a lot of variables that differ from campaign to campaign. </p><p></p><p>The game I played in, we did a lot of dungeon delving and town combats. The casters helped out the fighters with Haste, the fighters pinned down enemies so they couldn't get to the casters, the cleric healed and buffed everyone, the barbarian was wolf totem and gave advantage to the fighters when he raged. We were a well oiled machine of destruction because we helped each other out.</p><p></p><p></p><p>Like I said - having most combats start at 60' + range is not typical of most D&D games I've played. Dungeon raids and fighting room to room in towns and castles are much more common. We did have a significant number of combats at range, but by no means the majority of them.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7041606, member: 284"] So in your games all combats start with the opponents 100+ feat apart? That's a problem with your game, not with the fighter class. It's [b]Dungeons[/b] and Dragons, not Fields and Felldrakes. But if you want to go that route, make it a dex based fighter using archery style, Sharpshooter, and Crossbow Expert with hand crossbows. Now the fighter has 120 attacks over 30 rounds... And as I said, fighters have more damage increasing options depending on the subclass. I'm not going to do the math again, other people are more interested and better at keeping track of the theoretical outcomes better than me. I will point out that you keep assuming that your wizard does fireball and firebolt and nothing else. That's not what happens in any game I've played. Not at all - I showed that the fighter out damaged your wizard without any magic items at all, then showed that a powerful weapon only increased the damage gap. Hey, you are the one that left out AC and assumed all attacks hit in your initial presentation. And a properly played fighter or cooperative group can arrange for Advantage more often than not. (or Bless + Advantage, which is what my great weapon character operated with for most of his career. He wasn't a fighter though - he was a Bladelock with one level of fighter.) Yes, in most combats, on average a well built fighter will out damage the well built wizard from round to round. The wizard will outpace the fighters when they spend more resources, but the fighter spends almost no resources to do their damage. The few they do spend are recovered on a short rest. That is my experience. Your experience obviously differs. But there is another issue here - This isn't supposed to be a competition. Does the fighter or the wizard have to "win" in order for the group to have fun and succeed? It's supposed to be a cooperative game, PC's vs the monsters. They should be helping each other set up their cool things. There's the important bit. In your opinion. If fighters have been lackluster in your game, it may be due to the way the combats are set up (your game seems to favor ranged attackers, since you describe combats mostly starting with enemies 60+ feet away). It may be due to the builds the fighters used. It may be due to the players. There are a lot of variables that differ from campaign to campaign. The game I played in, we did a lot of dungeon delving and town combats. The casters helped out the fighters with Haste, the fighters pinned down enemies so they couldn't get to the casters, the cleric healed and buffed everyone, the barbarian was wolf totem and gave advantage to the fighters when he raged. We were a well oiled machine of destruction because we helped each other out. Like I said - having most combats start at 60' + range is not typical of most D&D games I've played. Dungeon raids and fighting room to room in towns and castles are much more common. We did have a significant number of combats at range, but by no means the majority of them. [/QUOTE]
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