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General Tabletop Discussion
*TTRPGs General
Making Melee Characters Useful at High Levels
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<blockquote data-quote="ForceUser" data-source="post: 2753693" data-attributes="member: 2785"><p>There's a lot to be said for tactics. Giants are aggressive; go defensive and let them come to you. Let them spend a move action closing to within 10' to strike, so that on your action you can 5-foot adjust and get a full attack. </p><p></p><p>Regarding high level play and the melee character, there is plenty that the DM can do to increase the usefulness of the party tanks. One, damage reduction usually shuts down archers. Two, the more fights there are per day, the more useful the melee character becomes--wizards have finite resources, but fighters can fight all day long. Dungeons are useful for enforcing this paradigm: make it necessary for characters to move as quickly through the dungeon as possible to minimize the spellcasters' proclivity for demanding 8 hours' sleep after 2 combat encounters. Create situations that require spellcasters to burn spells and use resources outside of combat--chasms that need magic to be crossed, doors that need to be dispelled to be opened, etc. Three, grant magic items to the melee characters that overcome critical limitations--boots of flying, rings of invisibility, cloaks of displacement, cloaks of dimension door, and magic items that grant feats such as Spring Attack and Close Quarters Combat all help them overcome monsters with clear advantages over Medium creatures. </p><p></p><p>Although it is certainly on the meleer to fight tactically, the ability of the melee characters to be effective ultimately falls upon how the DM structures his adventures.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 2753693, member: 2785"] There's a lot to be said for tactics. Giants are aggressive; go defensive and let them come to you. Let them spend a move action closing to within 10' to strike, so that on your action you can 5-foot adjust and get a full attack. Regarding high level play and the melee character, there is plenty that the DM can do to increase the usefulness of the party tanks. One, damage reduction usually shuts down archers. Two, the more fights there are per day, the more useful the melee character becomes--wizards have finite resources, but fighters can fight all day long. Dungeons are useful for enforcing this paradigm: make it necessary for characters to move as quickly through the dungeon as possible to minimize the spellcasters' proclivity for demanding 8 hours' sleep after 2 combat encounters. Create situations that require spellcasters to burn spells and use resources outside of combat--chasms that need magic to be crossed, doors that need to be dispelled to be opened, etc. Three, grant magic items to the melee characters that overcome critical limitations--boots of flying, rings of invisibility, cloaks of displacement, cloaks of dimension door, and magic items that grant feats such as Spring Attack and Close Quarters Combat all help them overcome monsters with clear advantages over Medium creatures. Although it is certainly on the meleer to fight tactically, the ability of the melee characters to be effective ultimately falls upon how the DM structures his adventures. [/QUOTE]
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Making Melee Characters Useful at High Levels
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