Fighters didn't matter after 11th level?

A fighter can disarm a lich's wand, wade into nests of giant spiders with little fear of poison, shoot flying imps out of the sky, and fight a medusa blind-folded.

None of which should really matter.

The lich shouldn't be relying on wands, not when he has more spell slots than the combat will require. Whatever spells he needs, just cast them out of his normal slots.

Poison - the fighter isn't the only one with good fort saves, nor would he have the best (barb would be in a better position, with rage improving his con). Or at lv11, everyone in the party is immune to poison thanks to heroes' feast, regardless of how high or low your fort save is.

Tripping...take a 10th lv fighter. With enlarge person, a str of 22 (base16, +2lv, +2gauntlets, +2size), improved trip and a spiked chain, you would think that tripping is a shoe-in. But no, he still only has a 50-50 chance against a standard fire giant (cr10). And if he fails, he may end up being tripped or disarmed in return (neither of which is a favourable outcome).

As earlier noted, fighters aren't the only people who can take blindfight or invest in archery-related abilities, though you may have a point in that their bonus feats allow them to do so at a lower opportunity cost compared to other classes, which may be more feat-starved. But the thing here is that the reason why the opportunity cost is so low is exactly because the base ability (a bonus feat every other level) sucks to begin with.
 

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Wizards without fighters to protect them, are going to have a hard time casting spells in the first place.

Not at high levels they don't. In my experience, if the caster was within 90 feet, I could get there. Tumble checks that don't scale with level, flight, overrun, simply accepting 30 HP of damage from a single attack... basically, there was no line of battle once you hit mid teens. Unless you were dealing with narrow tunnels with low ceilings and had no tumble skill, you got there and started attacking the caster. Unless the mage's bodyguard had something sticky or fearsome about his single AoO--grapple, energy drain, disarm, sunder, etc.--then the advantage of attacking the caster vastly outweighed the inconvenient HP loss, especially if the attacker had haste on, and thus could get a full attack off as well as move.
 

Not at high levels they don't. In my experience, if the caster was within 90 feet, I could get there. Tumble checks that don't scale with level, flight, overrun, simply accepting 30 HP of damage from a single attack... basically, there was no line of battle once you hit mid teens. Unless you were dealing with narrow tunnels with low ceilings and had no tumble skill, you got there and started attacking the caster. Unless the mage's bodyguard had something sticky or fearsome about his single AoO--grapple, energy drain, disarm, sunder, etc.--then the advantage of attacking the caster vastly outweighed the inconvenient HP loss, especially if the attacker had haste on, and thus could get a full attack off as well as move.

In a party v. party sure. But if your party is facing monsters, they are less likely to be able to tumble and evade the fighters. Even in such instances, you never face a party exactly your own level. A party of 17th level characters is better suited to face a party of 13th or 14th level characters. I agree tumbling was poorly designed for this reason. It should have been an opposed check of some kind so that it had the effect of scaling. By the way, while I dislike the new skill system, which for me is too narrow. 3E was far to broad. Skills should have capped at 10 so that they were manageable and the number of skill points available should have been more constrained. All that said. You are still supposed to move at half movement, and the Haste spell shouldn't be assumed. Remember we are talking about you defending your wizard with a fighter, not you attacking a wizard with your fighter.
 

People who play martial most of the time hate spellcasters. People who play arcane never dislike anyone.

Why all this hate against Wizards becoming too powerful? Flavor wise, it's supposed to work out that way!!!! Start with 4 hp as a weakling and grow, learn, earn to be a powerful wizard. If the creators of D&D have a problem with this why the hell did they put it in the game?
 

People who play martial most of the time hate spellcasters. People who play arcane never dislike anyone.

Actually my favorite class in 3E was fighter, and in 4e my least favorite was fighter. I love fighters. I had a blast playing them in 3E. Once in a while I like playing a wizard too. But I thought the overall blend of sword in steel in 3E rocked. But I do agree it needed a few fixes. Just don't think we needed to throw the baby out with bath water.

Why all this hate against Wizards becoming too powerful? Flavor wise, it's supposed to work out that way!!!! Start with 4 hp as a weakling and grow, learn, earn to be a powerful wizard. If the creators of D&D have a problem with this why the hell did they put it in the game?

I think this is itself a balancing factor. In previous editions it was (though to be fair it used to take more experience to advance as a wizard in earlier editions). But balance over time is fine with me.
 

Here's a question:

You have a typical 12th level adventuring group of 4, would you rather:

a) be put in a fight with a 14th level NPC fighter; or

b) a 14th level NPC mage?

too easy? how about:

a) a 14th level fighter with PC level equipment; or

b) a 14th level mage with no equipment other than a spellbook and spell component case?
 

Here's a question:

You have a typical 12th level adventuring group of 4, would you rather:

a) be put in a fight with a 14th level NPC fighter; or

b) a 14th level NPC mage?

too easy? how about:

a) a 14th level fighter with PC level equipment; or

b) a 14th level mage with no equipment other than a spellbook and spell component case?

In 3E, the HP really hurt spell casters one against a party. Depending on how initiative goes, the wizard could get pretty creamed. 4 PCs can easily swarm a high 14th level wizard. This all boils down to DM tactics with the wizard. I have seen a lot of wizard villains chopped down by a swarm in a round or two. Honestly both of these fights are going to be easy. But I think the wizard would fall faster. At least this has been my experience any time a GM has tried to throw us against an NPC wizard. We just swarm and kill. Unless he has all his protections in place. Even then, a 12th level party shouldn't have a problem overcoming that.
 

People who play martial most of the time hate spellcasters. People who play arcane never dislike anyone.

Isn't that kind of telling? Until Bo9S (and to a lesser extend PHB II) fighters were completely gimped relative to casters. with Bo9S fighters can (mostly)keep up in combat but still can't hold a candle to caster utility.

Why all this hate against Wizards becoming too powerful? Flavor wise, it's supposed to work out that way!!!! Start with 4 hp as a weakling and grow, learn, earn to be a powerful wizard. If the creators of D&D have a problem with this why the hell did they put it in the game?

While this makes a fun novel - D&D is a team game. Being more and more marginalised by 1 member of the group isn't that fun for most people.
 

In 3E, the HP really hurt spell casters one against a party. Depending on how initiative goes, the wizard could get pretty creamed. 4 PCs can easily swarm a high 14th level wizard. This all boils down to DM tactics with the wizard. I have seen a lot of wizard villains chopped down by a swarm in a round or two. Honestly both of these fights are going to be easy. But I think the wizard would fall faster. At least this has been my experience any time a GM has tried to throw us against an NPC wizard. We just swarm and kill. Unless he has all his protections in place. Even then, a 12th level party shouldn't have a problem overcoming that.

I bolded the key phrase there. Any high level wizard that does not have protections/contingencies in place is an idiot and/or not being played properly. By 14th level a wizard has so many protective options (forget the easy ways to retreat that a fighter could only dream of) that other classes are going to have a hard time.
 

Disarm/Sunder - Obviously, these are dependent on contexts in which opponents use weaponds, wands, and so forth, and in the case of sunder, assumes it is not something you are seeking as treasure. But all that said, when it makes sense to do this, fighters and other high BAB characters can do this, and for the most part, casters can't.

Trip - Not every opponent is a Large magical beast with 20 HD. NPC wizards are unlikely to win against a trip attempt, for instance. Facing a squad of drow monks? Ready an action to trip them when they try to tumble past you. And against a CR 10 giant? Having a fifty-fifty chance of tripping such an obviously unsuitable target for tripping is pretty darned good.

Ranged attacks - The fighter can spend a feat or two on ranged attacks, whereas most other cannot. A fighter can out-shoot a barbarian, they can likely outshoot a two-weapon master ranger. They can equal a ranged attack ranger, and probably edge out a cleric archer, too. As a secondary focus. Meanwhile, they are still supremely powerful in melee.

Runestar said:
3e was a game that rewarded overwhelming specialization in a narrow field.
Often asserted, never proven. In my mind, specialized = vulnerable. PCs rarely get to pick all their battles, nor is it possible to plan for every contingency. If you build a character around amazing tripping ability, you have a real problem when you face incorporeal opponents (or enlarged dwarves). If you throw everything you have at using a longbow, you are probably not going to be happy when you face an opponent with entropic shield or wind powers. But the sunny side is, even if you throw all your feats at one task and dump one of your physical ability scores, a fighter still has full BAB and d10 hit dice, so you should be able, with minimal preparation, to fake most of the areas I've mentioned. Does your party's melee capabilities depend on a self-buffing cleric? That's too bad when you encounter a foe who can cast greater dispel magic. Specialization is good, but over-specialization is bad. It's a good idea to be able to do something really well, but there better be a backup plan in place when that something does not go according to plan.

Gunpowder said:
A fighter buffed to the gills is truely a power house, but that's because he's buffed to the gills. The same effect could have been achieved by buffing a NPC warrior or the druid's ape. Hell you may be able to do better buffing the ape since they have a natural 10 ft reach (don't need to waste a slot on enlarge person).

First of all, comparing a wizard to a fighter without buffs is like comparing the fighter to a wizard who does not cast spells. Buffs exist, and they tend to work extremely well with fighters. Who cares when you cast enlarge person the wizard? Second, the same effect cannot be achieved by buffing an NPC warrior or the druid's ape, unless you can figure out how to supply them with an extra half dozen feats and a suitable selection of magical weapons, armor, potions, and wondrous items. Third, reach weapon + magic oil = reach whenever you need it.

Gunpowder said:
Interposing:
huzzah I get to be a speed bump. and if i sacrifice my standard action I can ready an action to move when the bad guy moves, and then they use their reach to punch the wizard in the face any ways.

Coming out of nowhere and taking down a foe is being more than a "speed bump." Call it being a good tackle. There is no reason that they should be able to punch the wizard in the face... if they have reach, ready an action to move directly in front of them as soon as they are fifteen feet away from your wizard. At worst, they'll keep moving and draw an AoO, and if they keep their ten foot distance from the wizard, you'll be able to make a full attack on them the very next turn.
Gunpowder said:
Seriously, if a fighter is shining in an encounter, its due to one of two things.
1. Lots of spells/gold has been poured into him and the ass kicking is the sum result of the spellcastor's efforts. or
2. Everyone else has been handicapped so badly, that they are brought down to the fighters level (anti-magic zone, creature immunties etc)
On other words, "If the party is in a D&D game." Fighters get buffed, and buffers buff fighters. Creature immunities... guess what? That's a fact of life. No one tactic is going to work on everything. This is not handicapped, any more than flying creatures are somewhere handicapping a fighter who focuses on melee.

Liches with wands - Sometimes you want to smack the lich, sometimes you want him to stop using a magic item right now. Also, liches can be grappled. Let's see someone other than a fighter or barbarian try that (liches have a paralyzing touch which targets Fort). While the lich has plenty of spell slots, he does not necessarily have every spell of every level memorized.

Poison - This is a non-point. Of course it can fail. I don't see a lot of neutralize poison floating around. Fighters can often shruff off poison entirely.

Imps - Of course the fighter has good-aligned arrows... he has magic oil.

Medusas - Anyone can pick up Blind-Fight, but fighters can do it without sacrificing core feats like Improved Initiative or Power Attack. I have never, not once, seen a melee cleric with Blind-Fight. And let's assume the fighter does not have Blind-Fight... he can take his chances. Evard's black tentacles is a good answer to this problem, most other spells are not.
 

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