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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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<blockquote data-quote="James Gasik" data-source="post: 9750582" data-attributes="member: 6877472"><p>Well, when monsters can bring you from high hit points to 0 in a single turn, it's kind of necessary, or you quickly have a TPK. AC become irrelevant after awhile, I mean, when your CR 9's for example start looking like this:</p><p></p><p><em>"<strong>Multiattack. </strong></em>The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.</p><p></p><p><em><strong>Flame Sword. </strong>Melee Attack Roll:</em>+11, reach 10 ft. <em>Hit:</em> 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.</p><p></p><p><em><strong>Hammer Throw. </strong>Ranged Attack Roll:</em>+11, range 60/240 ft. <em>Hit:</em> 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."</p><p></p><p>It's suddenly pretty easy to see that every melee class either needs A) a built-in way to mitigate damage when it's <strong>not</strong> their turn, or you need combat healing (or something similar, like limited damage reduction or temporary hit points).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9750582, member: 6877472"] Well, when monsters can bring you from high hit points to 0 in a single turn, it's kind of necessary, or you quickly have a TPK. AC become irrelevant after awhile, I mean, when your CR 9's for example start looking like this: [I]"[B]Multiattack. [/B][/I]The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. [I][B]Flame Sword. [/B]Melee Attack Roll:[/I]+11, reach 10 ft. [I]Hit:[/I] 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. [I][B]Hammer Throw. [/B]Ranged Attack Roll:[/I]+11, range 60/240 ft. [I]Hit:[/I] 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn." It's suddenly pretty easy to see that every melee class either needs A) a built-in way to mitigate damage when it's [B]not[/B] their turn, or you need combat healing (or something similar, like limited damage reduction or temporary hit points). [/QUOTE]
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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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