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Fighters didn't matter after 11th level?
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<blockquote data-quote="Cadfan" data-source="post: 4717398" data-attributes="member: 40961"><p>There's a game in my area, a 3.5 game, where the party's tactics boil down to this: The fighter charges into battle. The cleric buffs himself and stays out of battle. After a round or two, the fighter is almost dead. The cleric walks in, casts Heal on the fighter, and then beats the monsters to death.</p><p> </p><p>I have to give major credit to the player of the cleric. He's used some incredible real life social skills to convince the fighter's player that the fighter's contribution is incredibly important. If someone didn't protect the cleric while he hulked up, their best weapon (the cleric) wouldn't work.</p><p> </p><p>Righteous Might + Divine Power = </p><p>+6 enhancement bonus to strength</p><p>+4 size bonus to strength</p><p>A fighter's base attack bonus and iterative attacks</p><p>Temporary hit points equal to your level</p><p>+2 size bonus to constitution and resulting hit points</p><p>+2 enhancement bonus to natural armor</p><p>Damage reduction versus evil, scales with level</p><p>Large size (may be a disadvantage, should be negated by the above bonuses though)</p><p>Reach</p><p>Your weapon becomes large and increases in die size</p><p> </p><p>This is the sort of thing that people are talking about when they mention that the party is usually better off with two clerics instead of one fighter and one cleric. Any disadvantages created by having to cast buff spells before entering battle are made up for by the advantages of a full suite of clerical spells. After all, if the party takes a beating while the casters hulk up, the casters can just heal the party.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4717398, member: 40961"] There's a game in my area, a 3.5 game, where the party's tactics boil down to this: The fighter charges into battle. The cleric buffs himself and stays out of battle. After a round or two, the fighter is almost dead. The cleric walks in, casts Heal on the fighter, and then beats the monsters to death. I have to give major credit to the player of the cleric. He's used some incredible real life social skills to convince the fighter's player that the fighter's contribution is incredibly important. If someone didn't protect the cleric while he hulked up, their best weapon (the cleric) wouldn't work. Righteous Might + Divine Power = +6 enhancement bonus to strength +4 size bonus to strength A fighter's base attack bonus and iterative attacks Temporary hit points equal to your level +2 size bonus to constitution and resulting hit points +2 enhancement bonus to natural armor Damage reduction versus evil, scales with level Large size (may be a disadvantage, should be negated by the above bonuses though) Reach Your weapon becomes large and increases in die size This is the sort of thing that people are talking about when they mention that the party is usually better off with two clerics instead of one fighter and one cleric. Any disadvantages created by having to cast buff spells before entering battle are made up for by the advantages of a full suite of clerical spells. After all, if the party takes a beating while the casters hulk up, the casters can just heal the party. [/QUOTE]
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Fighters didn't matter after 11th level?
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