Lurker 2.0
First Post
To begin with, a disclaimer: I'm a Statistics major, freshman. This means 1: I'm a nut about numbers, especially probabilites. 2: I'm not that great at it, however (haven't had a hard-core Stat class in two years), so feel free to point out my errors, those of you with better grounding.
Now, is it just my first glance, or do high-level fighter-jocks get screwed out the wazoo in combat if they don't configure the right way?
To be specific, sword-and-board becomes worthless, while 2H tears things into little tiny shreds.
By higher levels, AC becomes more and more useless. This is basically thanks to the increasing HD of monsters - to put it quite simply, I loathe Table 4-4 of the MM. Monstrous Humanoid/Magical Beast, as an example of the lowest-CR types with a good BAB, gain +3 BAB/1 CR (although you'll have occasional gaps for size increases and significant gains in special ability DC).
Okay, I had a series of huge diagrams and hypothetical situations planned, but it's 12:30 AM and I've gotta sleep sometime, so trash that. Instead, I'm just gonna say that with a practiced Rules-Lawyer-Turned-DM's eye, I've been looking over stats for powerful critters in MM3 and the like. A 17th level party facing a Frost Giant Jarl: 17th level S&B fighter can have about a 43 AC TOPS using Core stuff (+5 mithral plate and shield, +5 RoP and AoNA) Jarl's still got a +30 melee attack, that's a 40% chance. With everything maxed out. And you don't wanna be there when he hits.
Um... anyhow, lots more numbers needed... but at a glance and with about 30 mins of calculations, it looks like the absolute best way to fight (and practically the only way once you hit about Level 40) is with a bigass two-hander, as much damage as you can do, jack


for AC, tons of HP, and something that gives concealment/miss chance. With size differences and hugeass monster Str and BAB, folks who go with disarm, trip, or sunder typically end up getting burned too (especially when fighting folks with natural weapons).
I'm not trying to follow the ways of forum-goers everywhere and just complain about this, I'm looking for ways to balance this out and in general make the fighter better. It's looking to me like there are no real decent fighter feats between about 6th level (by which time you can have Whirlwind & Spring Attack, Great Cleave, or most of the Mounted/Archery feats) and Epic. After you finish one feat chain, there's really nothing to get except Focus/Spec, which don't really feel good enough to match up to other classes (since feats are the fighter's only class feature), and the other feat chains. I know there's a couple enhanced feats, like that version of Manyshot that lets you aim at a lot of targets (I totally forget the source, I've been reading too many lately), but they just don't seem to cut it for "the basics" - the Combat Expertise, Power Attack, and Dodge chains.
So I guess, thinking about it, what I'm really looking for is ideas for extra feats at the end of the chains. Ones that are balanced-ish. And please, I know we all love to tout our own special discoveries, but I'm cheap as only an affluent college student can be, so kindly refrain from saying "Oh, well just look in obscure d20 product ____".
Also, if anyone can just mathmatically disprove my worries, I'll rest easier.
Now, is it just my first glance, or do high-level fighter-jocks get screwed out the wazoo in combat if they don't configure the right way?
To be specific, sword-and-board becomes worthless, while 2H tears things into little tiny shreds.
By higher levels, AC becomes more and more useless. This is basically thanks to the increasing HD of monsters - to put it quite simply, I loathe Table 4-4 of the MM. Monstrous Humanoid/Magical Beast, as an example of the lowest-CR types with a good BAB, gain +3 BAB/1 CR (although you'll have occasional gaps for size increases and significant gains in special ability DC).
Okay, I had a series of huge diagrams and hypothetical situations planned, but it's 12:30 AM and I've gotta sleep sometime, so trash that. Instead, I'm just gonna say that with a practiced Rules-Lawyer-Turned-DM's eye, I've been looking over stats for powerful critters in MM3 and the like. A 17th level party facing a Frost Giant Jarl: 17th level S&B fighter can have about a 43 AC TOPS using Core stuff (+5 mithral plate and shield, +5 RoP and AoNA) Jarl's still got a +30 melee attack, that's a 40% chance. With everything maxed out. And you don't wanna be there when he hits.
Um... anyhow, lots more numbers needed... but at a glance and with about 30 mins of calculations, it looks like the absolute best way to fight (and practically the only way once you hit about Level 40) is with a bigass two-hander, as much damage as you can do, jack




I'm not trying to follow the ways of forum-goers everywhere and just complain about this, I'm looking for ways to balance this out and in general make the fighter better. It's looking to me like there are no real decent fighter feats between about 6th level (by which time you can have Whirlwind & Spring Attack, Great Cleave, or most of the Mounted/Archery feats) and Epic. After you finish one feat chain, there's really nothing to get except Focus/Spec, which don't really feel good enough to match up to other classes (since feats are the fighter's only class feature), and the other feat chains. I know there's a couple enhanced feats, like that version of Manyshot that lets you aim at a lot of targets (I totally forget the source, I've been reading too many lately), but they just don't seem to cut it for "the basics" - the Combat Expertise, Power Attack, and Dodge chains.
So I guess, thinking about it, what I'm really looking for is ideas for extra feats at the end of the chains. Ones that are balanced-ish. And please, I know we all love to tout our own special discoveries, but I'm cheap as only an affluent college student can be, so kindly refrain from saying "Oh, well just look in obscure d20 product ____".
Also, if anyone can just mathmatically disprove my worries, I'll rest easier.