Victim said:Wow, and people never use hard fights? In my game, most of the encounters have an EL greater than the party level, except for the random style encounters.
ConcreteBuddha said:Hence why I said:
"A party of 4 twinky level 7 characters will fight a CR 8 encounter"
This is a hard encounter if you are fighting approximately 4 CR 8 encounters (or more) a day.
ConcreteBuddha said:
Hence why I said:
"A party of 4 twinky level 7 characters will fight a CR 8 encounter"
This is a hard encounter if you are fighting approximately 4 CR 8 encounters (or more) a day.
.
.
.
If, on the other hand, you fight 1 encounter a day, then you are going to have to increase the difficulty to CR +2, +3 or beyond. However, the CR system breaks down using this, because the party could make one false move and end up with a TPW.
Celebrim said:Lela: I can only shake my head in disbelief at a post like that. I fear there isn't much I can say to that. If you can't recognize that firing an arrow faster than you can swing a sword is ridiculous IRL, I can't help you. Sometime get your bow out and get a guy with a foam sword to swing at you while you are trying to fire. Or try to scramble backwards while firing while the same guy is trying (trying? HA!) to run you down with a sword.
You forget that 1 attack does not equal one swing of a sword, but a series of attacks, parries, etc. The attack roll is just a simplification of the whole process. You can't equate the two.
Yes, you can swing a sword faster than you can shoot an arrow, but against someone actively defending himself, IRL you'd likely get through his guard less often with a melee weapon than with an arrow from range.
Hypersmurf said:
Ah. The fact that the melee grunt is hasted was buried somewhere way back in the thread.
Of course, we need to assume that the archer is hasted also. Which means for every Full Attack + 1 AoO the melee grunt gets, the archer is getting Full Attack (w/ Rapid Shot) + 1 Manyshot.
The melee attacks will, presumably, do more damage... but there are going to be quite a few more arrows headed towards the grunt each round than sword swings towards the archer.
-Hyp.
ascendance said:Try this for a super-melee type:
Half-Orc Bbn.
Str 18 (or 20, if you are a cheesy type, and rolled an 18)
Dex 13
Everything else is secondary.
L1 Bbn 1: Exotic Weapon Prof: Spiked Chain.
L2 Ftr 1: Power Attack
L3 Ftr 2: Cleave, Power Lunge
L4 Bbn 2: +1 Str
L5 Ftr 3: Great Cleave
L6 Tribal Defender 1: Extra Rage, Weapon Focus: Spiked Chain
L7 Tribal Defender 2: Wild Fighting!!!! (This is the king of abilities for two-handed fighters. It essentially allows them to Flurry)
L8 Fighter 4: Weapon Spec: Spiked Chain
This character has a tremendous amount of mobility and can do some serious damage. The Power Lunge/Charge combo reaches the heights of cheesiness. It has amazing amounts of tactical flexbility because of the Spiked Chain's reach. This was what I was aiming for before my current game died. GRRRRRR!!!!!!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.