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Fighters are Weak? I think not!!
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<blockquote data-quote="takyris" data-source="post: 1263038" data-attributes="member: 5171"><p>While the barbarian's rage is a powerful asset to the team, I've found that it's a limited one. Enemies who know that the big guy with the axe is <strong>really</strong> powerful for about a minute or two at a time have a tendency to send in something just big enough to trip the rage button, then laugh and hide for awhile, then send in something again, then laugh and hide, and so forth.</p><p></p><p>I mean, if you're playing in a campaign where the bad guy is clearly visible and charges you with all his monsters in one fell swoop, good on ya. But a tactically inclined baddie sends things in bits, a pair here, a singleton there, trying to get the group to waste its limited use items and abilities before sending in the big guns.</p><p></p><p>The advantage of the fighter and rogue is that, aside from hit points and a few possible feats, everything they do, they can do all day. An individual wizard's spell is more powerful than an individual fighter or rogue's abilities, but the fighter never runs out of Power Attack or Expertise, and I've never heard the rogue say, "Should I use evasion NOW, or save it for later?"</p><p></p><p>I believe firmly that this is an intended balance feature -- that fighters and rogues, while less powerful blow for blow, don't run out of stuff, while spellcasters should run the risk of doing so. Campaigns that let the spellcasters rest all the time are skewing things in such a way that the rogue, to a certain degree, and the fighter, to a much larger certain degree, look weak.</p></blockquote><p></p>
[QUOTE="takyris, post: 1263038, member: 5171"] While the barbarian's rage is a powerful asset to the team, I've found that it's a limited one. Enemies who know that the big guy with the axe is [b]really[/b] powerful for about a minute or two at a time have a tendency to send in something just big enough to trip the rage button, then laugh and hide for awhile, then send in something again, then laugh and hide, and so forth. I mean, if you're playing in a campaign where the bad guy is clearly visible and charges you with all his monsters in one fell swoop, good on ya. But a tactically inclined baddie sends things in bits, a pair here, a singleton there, trying to get the group to waste its limited use items and abilities before sending in the big guns. The advantage of the fighter and rogue is that, aside from hit points and a few possible feats, everything they do, they can do all day. An individual wizard's spell is more powerful than an individual fighter or rogue's abilities, but the fighter never runs out of Power Attack or Expertise, and I've never heard the rogue say, "Should I use evasion NOW, or save it for later?" I believe firmly that this is an intended balance feature -- that fighters and rogues, while less powerful blow for blow, don't run out of stuff, while spellcasters should run the risk of doing so. Campaigns that let the spellcasters rest all the time are skewing things in such a way that the rogue, to a certain degree, and the fighter, to a much larger certain degree, look weak. [/QUOTE]
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