• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Pit Fighter Balance

The main monster of the encounter usually ends up providing CA two or three times over anyway. Flanked, dazed, prone, squeezed...

Looking at your custom bard virtue I did notice that a fair few powers had some sort of slide or CA benefit to them but very few had raw bonus's to hit and damage. I'm not sure how many of these you have taken but if we look at the default virtues both have a fairly wide variety of effects. Since its seems that the party needs little healing and can cover its own ability the get CA I would say you would need to focus on boosting to hit, damage output and generating free attacks. Surely spells like Increasing the Tempo, Harmony of Two, Foolhardy Fighting for extra attacks for your companions or Satire of Evasion and Allied Rhythm for boosting to hit chances won't be wasted. Its a shame that none of your dex based powers (that I noticed) offered this sort of stuff. I reckon you could reduce those 7ish rounds of combat to 5 or even less

And of course you could always do stuff for yourself like Confusing Chorus
 

log in or register to remove this ad

Sneak attack almost every round (80% minimum I'd say). About one critical hit per fight, which makes sense with fights being about 8 rounds and not many extra attacks.

I'd say that the pit fighter is a strong class but no stronger than daggermaster. To get the number of crits higher (since thats the daggermaster's main thing) there are several minor action attack powers for rogues which are great for when the rogue misses and great when you fancy to hits a round. Also the bard could really help up the attack rolls of the rogue, watching for the rogue missing and then allowing another attack to get the sneak in.
 

Yeah, I'd think the rogue should be doing more damage. Sneak attacking every other round (doing the move/hide thing) likely keeps her damage lower than it would be for a more aggressive melee rogue.

She attacks and hides every round. Attack as a standard, then use Move action to hide. Repeat as needed.
 


Does she walk around with a portable wall with arrow slit? How is she finding superior cover in every encounter?

Interesting maps, I guess. :)

The requirements are actually not that hard to meet. You need 3 out of four of the corners of your space not to be visible. The way we play it, a corner blocks LoS, so standing in a doorway blocks the LoS of anyone nor mote or less right n front of the door. There also tends to be furniture, tables, chests and such she can use.

I used to be harder on the cover requirements, but that made things a bit too hard on her and she wasn't exactly outperforming the others, so why make it harder than RAW?
 

Interesting maps, I guess. :)

The requirements are actually not that hard to meet. You need 3 out of four of the corners of your space not to be visible. The way we play it, a corner blocks LoS, so standing in a doorway blocks the LoS of anyone nor mote or less right n front of the door. There also tends to be furniture, tables, chests and such she can use.

I used to be harder on the cover requirements, but that made things a bit too hard on her and she wasn't exactly outperforming the others, so why make it harder than RAW?

Well, the thing is you're using an exceedingly generous definition. Chairs and tables and such typically don't grant Superior Cover or Total Concealment.

NOW, she should be using utilities and such. But re-hiding in combat is, especially after PH2 updates, pretty hard to do.

Brad
 

Eh, she could just Hide in Plain Sight for the entire combat too if she really wanted.

Effect: You must be hidden to use this power. You are invisible until you leave your current space. No other action that you perform makes you visible.

So it's all pretty moot at that level.
 

True, but the problem there is line of effect.

If the DM is generous, stealth is a good way to get the CA for sneak attack damage, but flanking is so easy, that it seems the better way to go with far less interpretations and DM judgement.

Of course if you are ranged it is a bit harder, especially in a small group, but still not impossible. As strikers, rogues have some good ways out of danager.

Plus, some classes are very very good at handing out CA for their allies. If there is a rogue inthe group, especially a ranged one, as the otehr players to take those abilities and take advantage of them.

In my games, I am not a fan of the stealth method of gaining CA, especially with hide in plain sight.
 

True, but the problem there is line of effect.

If the DM is generous, stealth is a good way to get the CA for sneak attack damage, but flanking is so easy, that it seems the better way to go with far less interpretations and DM judgement.

Of course if you are ranged it is a bit harder, especially in a small group, but still not impossible. As strikers, rogues have some good ways out of danager.

Plus, some classes are very very good at handing out CA for their allies. If there is a rogue inthe group, especially a ranged one, as the otehr players to take those abilities and take advantage of them.

In my games, I am not a fan of the stealth method of gaining CA, especially with hide in plain sight.

Which matters not in the slightest. The DM already specifically said he's easy on the stealth requirements because it helps address a bad imbalance.

Incidentally, as a rogue player I've found that while I'm not very competitive in overall damage done (the fighter and wizard usually score that), I definately get the majority of blows that bloody or kill a target.

It might be helpful to know what powers the various characters have (indeed, it might be useful to have full writeups). Rogues have a ton of very controllery powers, while fighters get a lot of very strikery powers. Building each to take advantage of these will naturally result in a character that performs better in the secondary role and less effectively in the primary one.
 

True, but the problem there is line of effect.

If the DM is generous, stealth is a good way to get the CA for sneak attack damage, but flanking is so easy, that it seems the better way to go with far less interpretations and DM judgement.

Stealth isn't exactly hard tho, if your DM designs encounters to spec.

And really, there's no defense better than the enemy not knowing where to swing his club. If he cannot find you he cannot pummel you.

Rogues are one of those classes that can go melee or ranged at any time tho. They don't -have- to restrict themselves... their best weapon can be thrown with no loss of efficacy.
 

Into the Woods

Remove ads

Top