Fighters vs mages at high level.

Halcyon said:
I havent seen this posted in the thread, though I may have missed it. The most simple fact is almost all of a 30th level fighter's power is based on his items. If the mage has a disjunction or two prepared it's game over, even if the fighter has some item with antimagic on it. 30th level fighter with no magic items or buffs vs wizard with almost full spell loadout is an easy win for the mage. Thats part of the problem with noncasting classes depending more and more as they level on magic items as part of their power.

Wizards have to prepare thier spells though. Sorcerers are a realistic problem. Wizards are not. Real high level wizards get attacked once in a blue moon. At best. They dont sit around all day doing nothing prepared for that one random fighter to come knock on the door and kill them. They create items, research spells, do divinations to look for items or lost spells they want to acquire. They do all sorts of things that require spellcasting so they cant just prepare for a fighter all day everyday. Realistically they are more likely to get jumped by a greedy dragon, demon or other high level mage. So even preparing for likely trouble means anti magic spells, not anti fighter spells out the butt. And when it comes to equipment needs for a high level fighter, sure i have em. But a spell book is equipment. So If i dont gear, the wizard doesnt get magic items or a spell book. And i am pretty sure the fighter will win a fist fight between the two of them. Since a wizard without spells is bassically a commoner.

1) For anyone who thinks i need to read the rules. All rules and spell descriptions i quated were out of the SRD 3.5 usually word for word. If the rule disagrees with what you think. Then your the one who needs to go back and reread the book. Assuming you think i am wrong and want to debate about it you have to actually say which rule and back it up with some of the rules and why you interpret them differently.
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action. Just like tripping and disarming are standard actions. When you say it means one use per round your thinking of a full round action. Which is a totally different rule. Reread the combat section.
2) Lol defineately the 3 stooges. I demonstrated now not one of your options has a good chance of working, according to the rules and with the numbers. The best the wizard supporters can come back with is "yes it does, i want it to work so it does". No number support=no valid point.
3) The force cage doesnt work because its a close range spell. 100 ft. With distant shot the fighter can shoot you from the top of a mtn. Anywhere he can see your form from. Thats a long way away. Nevermind initiative he will probably get a surprise round with you flatfooted. Before you go whining about teleport fixing that. One no it doesnt, you still got surprised. Two, you have to know where to teleport to. Distant shot pretty much turns a bow and arrow into a sniper rifle. What makes you think your gonna know where that arrow came from? A general direction maybe. But not likely anything sure enough to actually teleport to a place to effectively counter attack. And your still assuming you won initiative to even get there. Because your not gonna make the concentration check even if you survive the first batch of attacks if you lose.
4) initiative- so a high level mage has options for improved init a fighter doesnt? What options. Not one of those spells listed aided initiative at all. So if you can think of one that does please let me know. But please actually read the spells description first so i dont have to bother looking up a spell that doesnt actually affect initiative.
5) Contingency. This still doesnt work. You are missing how precise this has to be. Just getting attacked doesnt work. There are lots of kinds of attacks, someone could hurt your feelings, and have it considered an attack lol. You would have to specify a kind of attack. Or specify dying and have it teleport you to a freindly cleric. Contingency still only has a 6th level limit as well (one third your caster level, rounded down, maximum 6th) and only affects yourself so you cant use it to affect the fighter in any way. Even if you had set it to being attacked by arrows it has a 6th level limit so you can only use basic teleport. The chances of that working well depend on how well you know the area so it cant really be judged. Also in the spell description it clearly states you can only have one at a time. So only one spell, of 6th level or lower, and it can only have a target of self. Not that great.
6) anti magic field- No matter what it makes a wizard waste a magic dysjuntion spell on it. A 9th level spell of which you dont have infinate i might add. And that only gives a 1% chance per caster level of dispelling it. The 30th level mage has a 30% chance. So you probably have to use it at least twice. Unless you got lucky. Now lets see. The mage had two quickened spells per round. A quickened 9th level spell is 13th. Of which you have only 1. So you in one round to have a good chance of getting rid of it you used your 13th level slot, your 9th level slot, one quickened spell and one standard action. Leaving you only one quickened spell left. And almost certainly out of range for a touch spell. Another interesting note is that disjuncion is a close range spell. So the wizard probably had to use a quickened teleport to get close enough to even do it. Meaning your whole first round is gone. Just to get rid of the fighters anti magic field. That fighter still gets a whole round to toast you. So lets recap, the fighter can shoot you from anywhere in sight range. So if he starts the fight you probably die in the surprise round. If the mage starts the fight the fighter only a 10pt better initiative, lol. So you overcame a 10 pt initiative gap, and then succeeded at a 30% roll, this is marginally more likely since i gave you two chances but still not a good bet. All this just to give the fighter another round to hose you.
7)Reverse gravity+gate. Doesnt work until you bring down his anti magic. See above.
7a) reverse gravity- situational. The spell says if the target has something to hold on to it can get a reflex save to avoid falling up. And there are things to hold on pretty much anywhere.
7b) gate- 9th level- You cant quicken this because the 13th level spell slot has allready been used up on a quickened dysjunction to give you any chance of this tactic working at all. Then it requires concentration. Per the SRD rules on concentrating on spells in the magic section you cant cast another spell while contrentrating on maintaining one. So you had to use a quickened reverse gravity first, 11th level. Now since the entire first round was probably spent getting rid of the anti magic field, the fighter hit you on his turn. Even assuming a single successful attack for 6d8+30 thats an average of 78 damage. This will be from an action he readied to disrupt your spell casting. So we are only giving him one attack. However that forces the mage to make a Concentration check DC 88+the level of the spell your casting. Good luck on that one 30th level wizard. All in all again requiring a high degree of luck on the wizards part and still being uncertain because of the possible availability of something for the fighter to hold on to so as to avoid the reverse gravity.
 

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boredgremlin said:
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action. Just like tripping and disarming are standard actions. When you say it means one use per round your thinking of a full round action. Which is a totally different rule. Reread the combat section.

For characters with multiple attacks, each attack is not a standard action. They are part of a full attack, which requires a full-round action. You only get one standard action a round (unless some special effect allows more than one) - as per PHB pg.138, in case you need a reference. A character with the Improved Manyshot feat may get to fire 6 arrows with a standard action, but since he only gets one standard action in the round, that's all he gets. The trip and disarm maneuvers can be performed as standard actions, but can also replace individual attacks in a full attack (PHB Table 8-2), so they can be used more than once a round. Manyshot, since it can only be performed as a standard action, cannot.

I'd seriously suggest taking your own advice and reading the combat section again if you're making such basic mistakes.
 

boredgremlin said:
Wizards have to prepare thier spells though. Sorcerers are a realistic problem. Wizards are not. Real high level wizards get attacked once in a blue moon. At best. They dont sit around all day doing nothing prepared for that one random fighter to come knock on the door and kill them. They create items, research spells, do divinations to look for items or lost spells they want to acquire. They do all sorts of things that require spellcasting so they cant just prepare for a fighter all day everyday.

Oh, I think I misunderstood you then. I was thinking about an adventuring wizard, of course.
You know, the kind, that actually fights.

So, if your fighter wants to slaughter a peaceful scholar, then go ahead and have fun. ;)

Though, good luck reaching him in his super-secure* wizard tower. :p

* Hey, he creates items and researches spells all day long (which is quite some time, if he is 30th level now), not to mention, that he has long divined the fighter's arrival with all those divination spells. You won't become a 30th level wizard-scholar, if you don't know how to protect your place. :D

Bye
Thanee
 

boredgremlin said:
So If i dont gear, the wizard doesnt get magic items or a spell book. And i am pretty sure the fighter will win a fist fight between the two of them. Since a wizard without spells is bassically a commoner. .

Its not that the fighter gets no gear. Its that with one spell the wizard can render all of his gear moot while all of the wizards equipment still functions. Im pretty sure at this point the fighter can't have a fist fight with the wizard since he probably wont be able to reach him/hurt him. If the same was done to the wizard he would still have all his prepared spells and a decent chance at fighting. I conceed that losing gear hurts casters as well, but magic is powerful enough they can still reasonably continue to fight. A fighter with no magic gear at high levels however, has no chance at all. As for not having a spell book, a lot of wizards have spell mastery of some kind by level 30. Even if all the wizard can prepare is a huge load of one or two damaging/incapacitating spells or somesuch, it should be more than enough to take out a fighter whose gear has been rendered entirely mundane.
 

boredgremlin said:
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action.
boredgremlin,

Seriously. You aren't ready for the Epic rules. You need to get a much better handle on the Core Rules before you move on. In fact, I'd recommend you focus on levels 1-10.
 


AraSlayer said:
Hi there,

Me and a friend was wondering something... what could do a fighter to beat up a mage at high lvl, let's say lvl 30. We said that I would build for fun a lvl 30 fighter (or fighter like, could have some prestiges like weapon master or tempest, or even others) and he makes a lvl 30 mage (or mage like classes/prestiges) and see what one can do vs the other. I know D&D isn't made for player vs player, but still, we would like to see it.

Now I need help building that char. I was thinking of a dual weild with monkey grip (since he is epic and could take epic feats) with "I don't know what weapons". I would like to build up the mightiest fighter with a lot of damage, since it's not for roleplay but for test. Can you help me for prestiges/feats/weapons for let's say a lvl 30 fighter type ? Thanks for your help.

(Those who fear munchkining don't read any further)

P.S. Sorry if my english is bad, i'm french :p

Vive le québec !

I don't think that one of them is more powerful. I don't think that a pure duel whould mean something. I guess the one who will win the init will probably win the combat and also if the mage have a lot of time to prepare or if he don't make a huge difference.
 

boredgremlin said:
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action.
Umm, no:
SRD said:
ACTION TYPES

An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
and
SRD said:
Multiple Attacks: A character who can make more than one attack per round must use the full attack action (see Full-Round Actions, below) in order to get more than one attack
and
SRD said:
Full Attack

If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
It's not a standard action you get for each attack, sorry.
 

boredgremlin said:
1) For anyone who thinks i need to read the rules. All rules and spell descriptions i quated were out of the SRD 3.5 usually word for word.

That's great!

Only problem is, that you obviously do not understand them.

It's certainly cool what high-level fighters can do, but it's ridiculously little compared to what pure spellcasters pull off at those levels.

As Lord Pendragon said, you should focus on low-level play, because you really have absolutely no clue about high-level D&D, especially when it comes to spellcasting (which, admittedly, is a rather complex area); every single post of yours clearly demonstrates this.

This is not meant in an offensive way, it's meant as a very honest recommendation.

Bye
Thanee
 

boredgremlin said:
Wizards have to prepare thier spells though. Sorcerers are a realistic problem. Wizards are not. Real high level wizards get attacked once in a blue moon. At best. They dont sit around all day doing nothing prepared for that one random fighter to come knock on the door and kill them. They create items, research spells, do divinations to look for items or lost spells they want to acquire. They do all sorts of things that require spellcasting so they cant just prepare for a fighter all day everyday. Realistically they are more likely to get jumped by a greedy dragon, demon or other high level mage. So even preparing for likely trouble means anti magic spells, not anti fighter spells out the butt. And when it comes to equipment needs for a high level fighter, sure i have em. But a spell book is equipment. So If i dont gear, the wizard doesnt get magic items or a spell book. And i am pretty sure the fighter will win a fist fight between the two of them. Since a wizard without spells is bassically a commoner.

Why do you assume that high level wizards don't adventure? Do you also assume that high level fighters don't adventure?

You then go on to state that high level wizards don't sit around preparing for a fighter, and in the same breath state that they are likely to get jumped by a greedy dragon, demon, or other high level mage. Surely a wizard who is likely to be jumped by all these creatures will have spells prepared to defend himself. And he will have a wide variety of spells prepared, as he won't know exactly what is coming after him. At the very least, he'll have a Disjunction prepared. That's a good catch all anti-magic spell.

As to your equipment comment, others have already brought up the Spell Mastery feat, of which any high level wizard worth his salt will have a couple.

Unlike several people on this thread, I think a fight between an intelligently played fighter and an intelligently played wizard would be interesting, and would not be guaranteed to be one sided.

boredgremlin said:
1) For anyone who thinks i need to read the rules. All rules and spell descriptions i quated were out of the SRD 3.5 usually word for word. If the rule disagrees with what you think. Then your the one who needs to go back and reread the book. Assuming you think i am wrong and want to debate about it you have to actually say which rule and back it up with some of the rules and why you interpret them differently.
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action. Just like tripping and disarming are standard actions. When you say it means one use per round your thinking of a full round action. Which is a totally different rule. Reread the combat section.

As others have already pointed out, you get a single standard action per round. If you get multiple attacks from either a high base attack bonus or fighting with two weapons, then you must use a full round action to benefit from them. So you get Improved Many shot only once per round. Here are the appropriate SRD quotes for you:

SRD said:
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.

SRD said:
Full Attack

If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

I can see where your confusion arises. A single attack is a Standard Action, so if you are making multiple attacks, why aren't you taking multiple Standard Actions? Well, the section right there under Action Types tells you why. A single attack is a Standard Action, but if you are making multiple attacks (due to a high BAB or two-weapon fighting), you aren't taking any Standard Actions, you are taking a single Full-Round Action. Is that more clear?


boredgremlin said:
2) Lol defineately the 3 stooges. I demonstrated now not one of your options has a good chance of working, according to the rules and with the numbers. The best the wizard supporters can come back with is "yes it does, i want it to work so it does". No number support=no valid point.

Actually, you have given only a single, reliable way of dealing with a couple tactics. Anti-magic field.

boredgremlin said:
3) The force cage doesnt work because its a close range spell. 100 ft. With distant shot the fighter can shoot you from the top of a mtn. Anywhere he can see your form from. Thats a long way away. Nevermind initiative he will probably get a surprise round with you flatfooted. Before you go whining about teleport fixing that. One no it doesnt, you still got surprised. Two, you have to know where to teleport to. Distant shot pretty much turns a bow and arrow into a sniper rifle. What makes you think your gonna know where that arrow came from? A general direction maybe. But not likely anything sure enough to actually teleport to a place to effectively counter attack. And your still assuming you won initiative to even get there. Because your not gonna make the concentration check even if you survive the first batch of attacks if you lose.

A simple 2nd level invisibility spell fixes this problem. I think that initiatives will be relatively equal, so it really is going to boil down to who goes first.

boredgremlin said:
4) initiative- so a high level mage has options for improved init a fighter doesnt? What options. Not one of those spells listed aided initiative at all. So if you can think of one that does please let me know. But please actually read the spells description first so i dont have to bother looking up a spell that doesnt actually affect initiative.

Well, the Cat's Grace spell for one. Also, Moment of Prescience will work. Initiative is an opposed Dex check. And Contingency-Teleport is always a nice way to gain the upper hand.

boredgremlin said:
5) Contingency. This still doesnt work. You are missing how precise this has to be. Just getting attacked doesnt work. There are lots of kinds of attacks, someone could hurt your feelings, and have it considered an attack lol. You would have to specify a kind of attack. Or specify dying and have it teleport you to a freindly cleric. Contingency still only has a 6th level limit as well (one third your caster level, rounded down, maximum 6th) and only affects yourself so you cant use it to affect the fighter in any way. Even if you had set it to being attacked by arrows it has a 6th level limit so you can only use basic teleport. The chances of that working well depend on how well you know the area so it cant really be judged. Also in the spell description it clearly states you can only have one at a time. So only one spell, of 6th level or lower, and it can only have a target of self. Not that great.

Contingency-Teleport: Send me to the secure room in my tower (the one without windows or doors) after I take a total of 10 points of damage. I'd say this would work quite well, wouldn't you?

At any rate, I second Lord Pendragon's suggestion of having you create a 30th level fighter that you believe will destroy every 30th level mage he comes accross. We can then stack him up against a 30th level wizard someone else will build and see what we can come up with. I'm willing to bet neither side has a clear advantage.
 

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