Making Melee Characters Useful at High Levels

I find things that really make fighters feel useless are mind altering spells. In the campaign in which I play a fighter, he has been the target of every possible Will-save-or-be-screwed spell so far in the campaign (the party is odd, one fighter/cleric (only 2 levels of cleric, which he never uses), myself as a fighter, a wizard and a warlock). However, he is an absolute powerhouse of melee combat. Our fighter/cleric is the same, save with mounted combat (currently he commands a unit of calvary, and my char a unit of infantry, in the war in which we are engage). I've given him a few main tactics that make him very good in general in melee, though it's an odd (non-standard ish) set of feats:

Power Attack, Combat Reflexes, Combat Expertise, Improved Initiative, Improved Trip, Improved Combat Expertise, Improved Unarmed, Defensive Throw, Quick Draw, Weapon Focus (Greatsword), Weapon Specialisation (Greatsword), Greater Weapon Focus (Greatsword), Blind Fight (which is somewhat less useful than it used to be in 2e, from what I recall, but has served me well in certain tight spots), Dodge.

His main tactics depend on foes. When fighting say, a mage or the like, he'll try to get close and trip (going to take Mageslayer next level, which will be nice), then go in for the kill. Against things like giants and the like, he mainly puts on full Imp Combat Expertise, bringing his AC to a handy 38.

Unfortunately for me, I started at level 8 with only 2000gp, +1 greatsword, and a set of full plate. So, my character is unfortunately very very low on funds, which makes it difficult to keep up with the party wizard and warlock. I just happened to join when our DM was pissed and not in a charitable mood (I'm long time friends with all of them, I was just away when the campaign started). So, I'm about 20kgp under the rest of the party in wealth :/
 

log in or register to remove this ad


maggot said:
Any suggestions for making the melee guy more important. Either in adventure design or in some magic item or feat the guy should take.

Looks like your encounters focus on small numbers of powerful foes. Those are easy for a DM to run and are a natural fit. Consider a lot of smaller opponents supported by one or two fairly decent casters or anti-mage creatures (I like Spellweavers and Spellgaunts myself)

The BBECasters main focus in counter-magic; dispels, antimagic fields, etc. or mass buffs (blessed aim, bless, bard song, bear's heart, etc). Casters hate life when they cast a spell non-defensively and twenty goblins with bows open fire with held actions since at least one is going to roll a nat 20 to hit. It gets worse when some of those arrows have a silence spell cast on them. Consider a wizard casting antimagic field on his familiar and sending it to harass the casters.

Counter archers with warp wood, windwall, targeted dispels, shatter (3rd level casters can break longbows), or summoned creatures.

At this point you have lots of irritating targets and a barbarian with a big sword and cleave. This puts the melee in the spotlight as he slaughters hordes around them.

This is an extreme example but it highlights encounter design's impact on characters effectiveness.

Equipment can also make a difference. Golembane amulets let a warrior target those foes, sunblades are a brutal romp through undead, rings of counterspelling provide protection, dancing shields boost AC, and figurines of power provide instant flankers. Consider some unique 1/day items: regenerate serious wounds, ironbody, or death knell. I hesitate to recommend giving out intelligent items but their special purposes may be very helpful - try to limit it to the empathic ones; speaking items can become a DMPC.
 

I'm not playing 16th, but I'm running 13th and playing 22nd. In both cases the melee fighters are quite powerful.

In the game I run, the barbarian/fighter/ranger easily does the most damage, including to things with DR. Much of this is two handed weapons with power attack. I run a lower magic campaign (+2 items are the best the 13th level characters have), but I do take that into consideration for the villains.

In the epic game, power attack was house ruled down to strength modifier (so only x1.5 for two hadned weapons). We have two melee-esqe characters. A minotaur who is just awesome (large damage, great stregth, etc.) The other one does damage via melee, btu in realility he's an eldritch knight. He'll often power attack and arcane strike to make up for the attack penalty for power attack, which ends up with five attacks (four normal from BAB 16 plus one haste) that all do good damage with a good chance to hit.

The epic game is also discustingly magic/wealth heavy FR game, so all the characters are dripping with +5 doodads and watchamathingies. This directly helps the melee characters, but actually harms the casters - we fighter above our EL, so monsters are usually above that level, which means saves and SR are even harder.

Cheers,
Blue
 

Yeah, I have no doubt our barbarian can dish out the damage, if he can get a full attack. When he does full attack, it is a thing to behold. But much of the time he has to move and go for a single attack only.
 

maggot said:
15' reach actually, but you still provoke an attack when grappling and since you have to use part of your body to grapple, the attack would hit. Or at least that is how I have always ruled it. I never even considered it the other way.
Nope - if your opponent isn't threatened by you, no AOO.
Well, cloud giant have 15' reach, and they can levitate, obscuring mist or fog cloud.
oops. thought cloud giants got some ranged stuff too
Is there something wrong with non-standard monsters that is hosing over the barbarian? If so, why do fights against other monsters seem to always go against him as well. For example, against Fiendish T-Rexes (improved grab) or Forest Sloths (improved grab again).
Probably that the best tactic against a melee powerhouse is not melee. The creatures you list are assigned crs with the assumption that you will rarely be subjected to their melee attacks
He does have a range of options, but it seems more and more limited as time goes by. He does have multiple axes to choose from, but lacks quick draw. I'm not a big fan of complete rebuilds, but perhaps allowing him to swap for quick draw would be a good idea.
Fighters are often seen as weak at high levels, and you've found the reason why - once feats are locked in, its very hard to fix your mistakes
 

monboesen said:
If you follow D&D logic any melee fighter should be enlarged in almost any fight from level 1+ and polymorphed into a troll/stone giant/other large high str monster from level 7+. Its just that much af an advantage. .

That may not be available in all situations; in my experience it is not really necessary unless there is a specific situation that calls for it. A giant is another large monster like any other.

monboesen said:
At level 16 the barbarian should expect a ton of buffs from his party (among those the aforementioned polymorph) in order to do hos job (keeping the giants away from softer targets).

Not all the time – depends on the situation. The problem here seems to be the party looks to the Barbarian as the only melee character – he is all alone down there – not a good situation for anybody. Buffs are great and should be expected (especially form clerics!) but time and the situation may not allow this.

monboesen said:
That said giants are never fun for melee fighters. A giant hits well, does a ton of damage and have many hp. The best tactic is to let casters target their low will save with spells that will stun/daze/confuse/hold the giant and then let the meleers power attack the helpless giants to death.

True.


Aeric said:
I agree with everything that has been said here so far.

My own two cents:

I play a fighter/paladin in a party of mostly casters (two cleric/wizards, a psion, an artificer, and a bard), and up until our last session, I was feeling a bit like the cleanup crew. My Dex was low, my movement rate was low, so I went last and took forever to reach the enemy. Even when I went first, the other PCs asked me to hold my action so they could blast the enemy with fireballs and scorching rays to soften them up. Usually, by the time I actually reach the enemy, they only had a couple of hit points left; a real waste for a powerhouse melee combatant.

This last session, however, something was introduced which had not been used in the campaign before - spell resistance. We were facing a single bone devil whose SR was higher than normal due to the area we were fighting in. Suddenly, all thoughts turned to buffing the fighter/paladin as he charged in.

And it looks like your DM FINALLY gave out some proper encounters – if you continually face enemies without SR or solid saves then the casters will always have their way with them. SR is one of the balances that forces Casters to do more than sit back and lounge and cast fireballs about. And SR at higher levels should be the norm for the more powerful opponents. Many highly magical creatures tend to have the SR’s but fewer HP’s.

Aeric said:
So spell resistance, counterspells, silence, antimagic zones, archers holding their actions to disrupt spellcasting, all of these things can make a difference in combat.

And should be used; on BOTH sides. Your enemies don’t want to have lightening bolts smashing into their bodies anymore than you do – the best offense for a caster (IMO) is to render your opponent useless on the battlefield; then you can do what you will. Too many players depend on just dishing out damage round in and round out and not thinking tactically.

Saeviomagy said:
It sounds like the barbarian is a one-trick pony. He can only do one thing (hit stuff with his axe). It also sounds like he's not even good at doing that (his tactics are awful, and given what you said about outsiders, he doesn't have a range of axes for different situations).

I'd suggest allowing him a rebuild so he can get some flexibility in.

But that is really what a Barbarian is in regards to combat – a damage machine -end of story (per se’). A fighter is the versatile tactically oriented melee combatant. That does not mean you can’t build a tactically sound Barbarian but he will still always be a damage machine as he does not have the class features to customize the way a fighter does.


Kunimatyu said:
Um, why? At the level where an Animated Shield is affordable(not the minimum level it can be acquired, because any competant melee type will invest in weapons first) the ability to 2-handed power attack while wielding a shield is *completely insignificant* next to the crazy spells your cleric, wizard, and druid will be tossing around. In fact, animated shields are almost a necessary item to keep the power-attacking fighters on the same power level as the casters once you get into the higher levels.

I agree with SBMC here – for example: it is not in the hands of a fighter where it is unbalanced but in the hands of say a caster; that can now wield a weapon in one hand, get the benefits of a shield AND cast!!! At the very least this thing should be far more expensive.

Victim said:
Animated Shields are broken in that they make a conventional sword and board style obsolete. Why use a longsword and shield when you can use a Greatsword for more base damage, STR damage, and Power Attack damage AND have the handy shield bonus to AC as well? Animated isn't that much extra.

Read above – these things are way out of whack for some classes.

Victim said:
On the other hand, in terms of over all effectiveness, Animated shields aren't a major concern. Adding some good shield use feats would keep sword and board characters more valuable since two hander or two weapon characters couldn't poach all the benefits of their style with a fairly cheap item.

That is if you wish to specialize in shield use (feats from CW and HOB). If not then you are still at a disadvantage.

Victim said:
Our group is up to 15th level, and our melee characters tear stuff up, even with fewer than "normal" encounters per day. We get alot of buffs, especially since the buff spells seem to do more damage overall than most damaging spells. Mobility (not the feat) is important; most fighter types do far less damage at range than in melee, so they need to get close quickly. Tumble is good; you avoid damage closing and, perhaps more importantly, get more leeway in picking targets since you can bypass enemy defenders.

All very well said!

Dark Jezter said:
Strange. We've never had problems with melee classes being useless at high levels in any of the 3e campaigns I've participated in. I've observed that at high levels, the fighters and barbarians end up dealing the most damage over the course of a fight to powerful enemies, while wizards and sorcerers tend to be the best at quickly taking out groups of weaker enemies. This seems to be due to the fact that at high levels, Spell Resistance (which a lot of high-level creatures have) and saving throws will limit the power of casters. But high level melee characters tend to have such high BABs that few enemies have ACs high enough to avoid their hits.

In 2e, though, it was completely true that mages owned everybody else at high levels. :)

Very well said – A voice of reason!


Raloc said:
I find things that really make fighters feel useless are mind altering spells. In the campaign in which I play a fighter, he has been the target of every possible Will-save-or-be-screwed spell so far in the campaign…

That is why there is the Iron Will feat, and the choices one makes when choosing attribute scores. You would have to call a wizard and sorcerer useless against fortitude saves and reflex saves as well. Choose your poison and pleasure.

A higher Wisdom score never hurt anyone (and think about some of the important combat skills that are associated with it). Of course there is the trade off; but that is the deal. Having the casters keep spells to counter this (and/or buff spells) could solve the problem to a great extent. At higher levels, in my experience, those magical monsters tend towards mind control against the most powerful enemies they see.
 
Last edited:

Aeric said:
I play a fighter/paladin in a party of mostly casters (two cleric/wizards, a psion, an artificer, and a bard), and up until our last session, I was feeling a bit like the cleanup crew. My Dex was low, my movement rate was low, so I went last and took forever to reach the enemy. Even when I went first, the other PCs asked me to hold my action so they could blast the enemy with fireballs and scorching rays to soften them up. Usually, by the time I actually reach the enemy, they only had a couple of hit points left; a real waste for a powerhouse melee combatant.

My favorite character, a fighter/paladin/dwarven defender, has the solution for this problem.

Don't move towards the enemy. Let the enemy come to you. If the archers/spellcasters defeat the enemy, hey that's not bad. If the enemy survives the onslaught, you get to shine as you defend the party from the horrible enemy.

Either way, you don't waste your time moving slowly across the battlefield.
 

Endur said:
My favorite character, a fighter/paladin/dwarven defender, has the solution for this problem.

Don't move towards the enemy. Let the enemy come to you. If the archers/spellcasters defeat the enemy, hey that's not bad. If the enemy survives the onslaught, you get to shine as you defend the party from the horrible enemy.

Either way, you don't waste your time moving slowly across the battlefield.

Boots of Striding and Springing (or "Boots of Striding" (have just the "striding" part = +10' of movement)) can help with speed and movement as of course Boots of Speed can as well (but they do cost $)
 

Pets & Sidekicks

Remove ads

Top