satori01 said:In 1E & 2E magic, and Wizards were the undisputed masters of the the high levels. 3.5 changes that I think. Warrior types are the rulers of damage and have big HP totals.
Melee have somewhat big HP. That part is right.
satori01 said:Attack bonus increases are easy to come by, and in general the only checks a warrior needs to make to inflict damage is the to hit roll, and possibly a concealment miss chance. Of course a Warrior can roll to hit all day long.
ACs on appropriate level mobs are often high enough that melee have a difficult time of hitting and then their damage gets reduced by DR.
satori01 said:Spellcasters on the other hand often have to make a ranged touch attack, Beat SR, Beat Concealment, and hope the opponent misses their saving throw.
A ranged touch attack will only be missed on a 1. SR is meaningless since WotC added Assay, concealment is rare or dispellable. Saving throws will be passed typically. Even "weaK' savingthrows for mobs at high levels will typically be higher than the DC of the caster's spell, but thats why you don't pick all or nothing spells. If every monster fell over dead on a slay living combat would be even dumber than it is now. High level clerics can take dozens of slay livings and would plow through entire adventures in one sitting.
satori01 said:The power payoff seems off as well. I saw a Warmage cast a Sudden Empowered Disintegrate for 157 points of damage.
The session before I saw a Keen Scimitar wielding warrior critical hit 4 times for 215 damage. Damage in 3.5 seems to be less about the number of dice rolled, but more about how much of a solid modifier you can apply.
I regularly see a Divine Might, Power Attacking, Paladin hit for 117 damage, and when you add in Smite Evil and Bless Weapon, that damage goes up fast.
The archer in the group will Manyshot, or full attack for around 80 damage.
Spells just do not keep up in terms of damage dealt. The best spells seem to either be save or die, or should have some sort secondary effect to the damage.
You just said yourself your mage cast disintigrate for 157. How is that not keeping up? By high level your mages will have metamagic rods and almost EVERY spell they cast will be maximized and/or empowered. Toss in normal maximize and things like chain spell or divine metamagic and mages far far far outdamage melee.
satori01 said:This is kinda a big paradigm shift in terms of D&D balance. While I like the fact that warriors are potent at high levels, spells seem to lag behind, in terms of sheer damage dealing.
The exact opposite is true. Harm goes up by 10 pts/level, disintigrate by 2d6=12 pts/level. Sneak attack goes up by 1d6 per TWO levels. Power attack by 2 pts/level. 40 AC mobs the melee often miss are easy prey with 8 touch AC for the mages.