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Making Melee Characters Useful at High Levels
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<blockquote data-quote="Aeric" data-source="post: 2754276" data-attributes="member: 17012"><p>I agree with everything that has been said here so far.</p><p></p><p>My own two cents:</p><p></p><p>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 <em>fireballs</em> and <em>scorching rays</em> 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.</p><p></p><p>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.</p><p></p><p>So spell resistance, counterspells, <em>silence</em>, antimagic zones, archers holding their actions to disrupt spellcasting, all of these things can make a difference in combat. Against non-casting ranged combatants, there are plenty of spells which render ranged attacks impossible: wind wall, protection from normal missiles, obscuring mist, etc. Even natural terrain such as a forest can prevent effective ranged attacks.</p></blockquote><p></p>
[QUOTE="Aeric, post: 2754276, member: 17012"] 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 [I]fireballs[/I] and [I]scorching rays[/I] 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. So spell resistance, counterspells, [I]silence[/I], antimagic zones, archers holding their actions to disrupt spellcasting, all of these things can make a difference in combat. Against non-casting ranged combatants, there are plenty of spells which render ranged attacks impossible: wind wall, protection from normal missiles, obscuring mist, etc. Even natural terrain such as a forest can prevent effective ranged attacks. [/QUOTE]
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