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Fighters didn't matter after 11th level?
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<blockquote data-quote="Runestar" data-source="post: 4720657" data-attributes="member: 72317"><p>Last time I checked, "credible" used in this context would suggest that the fighter can achieve them with a fair degree of success. I find that a tad hard to believe. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Let us first start with the much vaunted combat maneuvers he can perform.</p><p></p><p>Disarm - many MM monsters don't use weapons, or have natural attacks (which mitigate the drawback of losing their weapon). Not to mention that monsters tend to surpass you in terms of attack rolls (due to sheer amount of racial HD and high str scores) and size. Only use is if you want that balor's vorpal longsword (which is otherwise lost from its death throes). </p><p></p><p>Grapple - first problem is figuring out how it works (which is actually a blessing in disguise, grapple checks tend to skewed terribly in favour of your foes, not least because of size limitations). Once the DM figures it out, well...you will wish he hadn't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Sunder - same problem with disarm. Many foes flat out don't need weapons to be effective, and you are just destroying your own loot. </p><p></p><p>Trip - still fairly decent, once you get past the size limitations, and that monsters again possess an innate advantage due to their typically superior str scores and size. That bab is not used in the equation is actually a feature, not a bug (since their bab will likely surpass yours). </p><p></p><p>In addition, these maneuvers tend to more effective when used against the fighter then when used by him (because of the reasons listed above). So the best option open to a fighter is still full-attack/move+attack. </p><p></p><p>Melee - there was never any question as to whether the fighter could dish out excellent damage in melee, so you will not find me disputing this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Attack at range - this one is a little trickier. A fighter who goes 2-handed weapon fighting will typically pump str/con while dumping dex (since heavy armour has a low max dex bonus anyways), so his ranged attacks will not be as good as a dedicated archer. Nor can you afford to invest in the weapon-spec tree for 2 fighting styles, so ranged combat is for most part an afterthought (in that most fighters who focus on melee will still carry a bow around, and maybe spend 2-3 feats on rapid shot/manyshot).</p><p></p><p>Interposition - the smart fighters wait until the foes have been neutralized by the casters before falling back on their core competency - a steady, reusable source of direct damage. So staying power is less of an issue than you may think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>3e was a game that rewarded overwhelming specialization in a narrow field. If you want your fighter to do all of the aforementioned abilities, you will find that he cannot do any of them well. To excel, you need to choose one, trick it and then stick with it all the way.</p></blockquote><p></p>
[QUOTE="Runestar, post: 4720657, member: 72317"] Last time I checked, "credible" used in this context would suggest that the fighter can achieve them with a fair degree of success. I find that a tad hard to believe. ;) Let us first start with the much vaunted combat maneuvers he can perform. Disarm - many MM monsters don't use weapons, or have natural attacks (which mitigate the drawback of losing their weapon). Not to mention that monsters tend to surpass you in terms of attack rolls (due to sheer amount of racial HD and high str scores) and size. Only use is if you want that balor's vorpal longsword (which is otherwise lost from its death throes). Grapple - first problem is figuring out how it works (which is actually a blessing in disguise, grapple checks tend to skewed terribly in favour of your foes, not least because of size limitations). Once the DM figures it out, well...you will wish he hadn't. :p Sunder - same problem with disarm. Many foes flat out don't need weapons to be effective, and you are just destroying your own loot. Trip - still fairly decent, once you get past the size limitations, and that monsters again possess an innate advantage due to their typically superior str scores and size. That bab is not used in the equation is actually a feature, not a bug (since their bab will likely surpass yours). In addition, these maneuvers tend to more effective when used against the fighter then when used by him (because of the reasons listed above). So the best option open to a fighter is still full-attack/move+attack. Melee - there was never any question as to whether the fighter could dish out excellent damage in melee, so you will not find me disputing this. :) Attack at range - this one is a little trickier. A fighter who goes 2-handed weapon fighting will typically pump str/con while dumping dex (since heavy armour has a low max dex bonus anyways), so his ranged attacks will not be as good as a dedicated archer. Nor can you afford to invest in the weapon-spec tree for 2 fighting styles, so ranged combat is for most part an afterthought (in that most fighters who focus on melee will still carry a bow around, and maybe spend 2-3 feats on rapid shot/manyshot). Interposition - the smart fighters wait until the foes have been neutralized by the casters before falling back on their core competency - a steady, reusable source of direct damage. So staying power is less of an issue than you may think. :D 3e was a game that rewarded overwhelming specialization in a narrow field. If you want your fighter to do all of the aforementioned abilities, you will find that he cannot do any of them well. To excel, you need to choose one, trick it and then stick with it all the way. [/QUOTE]
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