Psychic Warrior vs. Fighter

At least Thanee is very polite in his intransigence. :)
Thanee said:
And it will be very hard to find a good argument, why Dispel Psionics or Metamorphic Transfer isn't broken, for example.
Metamorphic Transfer has been errata'd, and the errata matches my own original interpretation of how the feat works, so I don't (and didn't) think it is/was broken.

Dispel Psionics is out of whack, and I've fixed its augmentation in my own game to raise the level cap rather than the d20 roll. Even if you're going to play with it as written, though, I wouldn't call it "broken." Unbalanced, yes. But it's not like being really good as dispelling stuff is going to allow a PC to dominate the game, or destroy every encounter the DM throws at the group.
 
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While I have not posted much on the EnWorld boards, I have on the WotC Character Optimization boards, where am I a consistent regular and multi-year contributor to the C.O. Forum (used to be called the Min/Max Boards).

I highly recommend those of you who are ardent supporters of the Fighter-20 archetype to come state your claims over at the C.O. Forum. While you are at it, try the same statements over at the WotC Classes Forum as well. The responses you get back from the hard-core cadre of numbers crunchers, min/max savants, and combinatorial mechanics experts will help you see tangible reasons why Fighter-20 is in the same ballpark with Monk-20 for the weakest and most mechanically ineffective 3.5 PHB core class.

While I neither know Scion or Thanee, Scion's points hold a heck of a lot more water. And I don't see many flaws in his arguments in stating PsyWarr-20 is mechanically superior to Fighter-20.

Keep in mind, I'm the originator of some pretty top tier Fighter-20 builds over the 3.0/3.5 years (the "Gatling Chain Tripper", etc.). But they are all extremely focused and meticulously min/maxed Fighter-20 builds that use a boatload of feats and alternative weapon types that are mentioned in the various WotC D&D sourcebooks (again 3.0/3.5) such as the Fighter-friendly Miniature's Handbook and Complete Warrior books.

And honestly ... even with those min/maxed builds, I'd still much rather have a min/maxed PsyWarr-20 build for an average 3-4 combat encounters a day than the Fighter-20. The Fighter-20 is the only character archetype in the traditional Iconic-4 party configuration that is completely unneccessary. Especially considering the way that highly optimized Druids and Clerics can surpass that role in a significant number of circumstances.

In summation, if highly optimized and min/maxed game play does not interest you (or your DM), my statements won't mean much to you. If they *do* interest you ... and comparative game mechanics is important to the way you analyze and gauge game play, I strongly suggest you visit the forums I mentioned to get some more detailed game analytics to help you see the truth about the Fighter-20.

Happy Gaming!

XO,
Snow ;)
 

I'd just like to vouch for Snow. She's one of my favorite authors on the WotC boards, and has consistantly produced excellent ideas for very evil BBGS -- er, I mean, effective PC advice.

As a data point, one of my players has just retired his 12th level Wizard and is starting a 12th level Fighter (who's coming in as the "bonded" -- i.e. Geased -- bodyguard for the Aristocrat/Rogue troublemaker). The player in question is a min/maxer with a good grasp of the rules. It will be interesting to see how he gauges the Fighter.

-- N
 

Scion said:
Then again, I feel the same way about you and your 'I fought off 3 fire giants by myself' guy. Still havent seen you actually explain how it was done, though I asked you twice. Even after I worked out the math that you should have died horribly and rapidly.



Ahh.. so not a fighter. Check. There is part of the issue right there. Your build about how great the fighter is has a level of not fighter.

Still, no explanation about this '3x as much damage as the paladin'. Probably a very inept paladin.

Perhaps someday you shall explain yourself. Until then, I would have to say your situation is that you have incredibly lucky dice. Any build can be good in that situation, no matter how bad the base.
For your enjoyment and gushing pleasure, feel free to pick my account apart line by line, criticize and spew forth black hatred for fighters. ;)


------------------


Our party consisted of the following:

Nim, Hammer of Khazerag, dwarven fighter 4/cleric 7.
Weapon of choice: a +2 adamantine dwarven thrower warhammer called Seethur’s Doom.

Louri the Mystic, dwarven wizard 10
Weapon of choice: purified fireballs, lightning bolts, that sort of thing.

Ulf, Son of Slagfid, dwarven barbarian 1/fighter 9 (this is my character)
Weapon of choice: a +3 falchion.

Blaine Firstborn, human cleric 1/ranger 11
Weapon of choice: a +2 mighty composite longbow +3

Brulon the Noble, human paladin 10
Weapon of choice: a +2 longsword

Alian the NPC tag-along, human cloistered cleric 7
Weapon of choice: expeditious retreat, dimension door, any spell to help him flee.

“Roscoe” (don’t ask), Psion 9 of indeterminate race
Weapon of choice: walls of ectoplasm, large astral constructs, things that go boom.


My character, Ulf Slagfidsson of Clan Arazun, had recently died in a surprise attack by devils. They caught us in the middle of the night with a scry & fry tactic, and unarmored, Ulf fell quickly to a marauding barbed devil and his bearded devil goons, cut off from his clerics by several inconveniently placed walls of ice.

After killing or chasing away the devils, the party scooped up Ulf’s carcass and took him to the Horm Telemar, the Forge Priests of Moradin, for revivification. Instead of charging gold for the service, the priests offered a deal: “Kill a band of pillaging fire giants that have cut us off from the northern clans, and we’ll raise your buddy.” “Sure,” the others said. Ulf, therefore, awoke with a mission he was happy to fulfill. After all, not ten years ago he’d helped fight an invading army of fire giants and their drow allies to a standstill at the Bridge of Tharuk Dur right here in the dwarven capitol.

Off we went along the northern trade route, and soon enough we came to a crossroads in the mountains with a flammen gine encampment on a hilltop up ahead. We waited until nightfall, and then stealthily Blaine dispatched an ettin watchman, and the rest of us made our way to the top for a surprise nighttime attack. We heard those worked pretty well.

Luck was with us; we got so close to the fire giants before they noticed us that they had no time to don their half-plate armor before the battle was joined. All but one sentry had to make due with their leader’s mage armor and blur spells before being hustled into the fight. Yep, the fire giant leader was some sort of arcane spell caster. He had this groovy wand of 8d6 fireballs and everything. One of the giants opened their hellhound kennel while Blaine peppered him with arrows, and off we went. On the way, Ulf activates his bracers of shielding, which grace him with shield three times per day. Verses the giants, his AC is now a 30.

ROUND ONE: Now the great thing about Blaine is he hates giants. A lot. He drilled one of the unarmored gine this round, and having already been wounded by Blaine in the previous rounds I didn’t bother to mention because they weren’t relevant to the meat of this encounter, the fire giant fell dead. Score one for us. Scott, our DM, removed one of the six fire giant minis I have from the Giants of Legend set.

Wait. Six fire giants and a fire giant wizard? Crap. Meanwhile, “Roscoe” dropped a wall of ectoplasm in front of us and told the rest of us to hustle toward the line for cover from falling lava rocks. We did, but Louri cast fly on himself first. He’s like that. The hellhounds, fresh from the kennel, spread out and ran for us. Sensing that he had an opportunity to do some ride-by attacking, Brulon summoned his holy steed, Ageos.

ROUND TWO: Now at the wall of goo, Ulf peers out from behind it and sees three or four giants plus a pack of hounds heading toward us. Fortunately, “Roscoe” sees it too and drops a second wall of goo on our left flank, denying the dogs an opportunity to swarm at us from that direction. Neat. Huddled up near the mouth of the now “V”-shaped pair of walls, party members proceed to do some more buffing while Blaine fires a few more arrows into another soft target. Louri now makes himself invisible, and Brulon blesses his longsword in that special way only paladins can. Noticing that the dogs are now only a few feet away, Ulf bursts into a Whirling Frenzy (a rage variant from Unearthed Arcana that is similar to flurry of blows), steps out from behind the barrier, power attacks for 4 and kills two hellhounds in a single cleaving blow. His AC is now a 32, and he has an extra attack per round at his highest attack bonus, -2 for all attacks. His attacks are now +15/+15/+10 and 2d4+23 damage. He threatens a crit on a 15 or greater.

ROUND THREE: “Roscoe” starts summoning a large astral construct from behind the wall. Blaine continues to loose arrows at unarmored giants closing in. Brulon rides by a third hellhound, landing a critical hit that slays it, while Nim, Alian and Louri delay, waiting for the giants to come to them. They grumble at Ulf to get back behind the wall. Before he can do anything, though, the closest giant charges. It is unarmored and wielding a huge greatsword. It lands a mighty blow in the vicinity of 29 damage, minus 3 for Ulf’s adamantine dwarven plate. I love Ulf’s armor.

Now it’s Ulf’s turn. Winding up like a batter, he 5-foot adjusts toward the unarmored giant and power attacks three times for 30, 26, and 56 (a crit). Since Ulf has a feat from the Book of Exalted Deeds called Resounding Blow, the giant has to make a DC 16 Will save or cower in fear for a whole round. The DM rolls a turkey, and the giant cowers. Cool! Meanwhile, the party hears a bunch of invisible size 40s clomp-clomp-clomp right up next to them behind the wall, and the fire giant wizard drops a fireball right in the middle of everybody. There’s screaming, there’s evading, there’s protection from fire spells soaking damage, and when the smoke clears nobody’s really hurt. Nim inserts and casts invisibility purge, and a pair of surprised-looking unarmored fire giants coalesce in the midst of the party. Joy. Louri, also within the range of Nim’s spell, materializes in the air, cursing the dwarven cleric. Life is tough. Alian, a fragile fellow with a 6 Con and around 25 hit points, casts fly on himself and continues to hide in the back of the group.

ROUND FOUR: “Roscoe” plops his astral construct, a beefy thing with Improved Trip, down in front of himself as a bodyguard and begins another summoning, this time for a flying minion. The new guy isn’t living up to his reputation as an Oxygen thief. Brulon attacks a fire giant, scoring a minor hit. Blaine drills four arrows into the nearest giant for solid damage. Golden runes appear on Nim’s black hammer and glow brightly as he throws it, God-of-Thunder-style, at Blaine’s target, welcoming it to the fight with a maker’s mark to the forehead. Ouch.

Outside the wall, Ulf faces a cowering fire giant and the lone remaining hellhound. Before he can finish the giant off, though, two more giants charge him. One is unarmored and one (the sentry) is armored, and both are blurred. One misses, one scores a hit in the 30-ish range, minus 3. Way in the back, Alian is monitoring Ulf’s status and wincing. Ulf yells “CLERIC!!!” and power attacks the cowering giant, finishing it off in one blow with another critical hit. Although he had considered withdrawing instead of attacking, he knew that if he did so he’d have incurred an attack of opportunity from each remaining giant. Committed, Ulf 5-foot steps adjacent to the hellhound and the unarmored newcomer. He kills the hellhound with his second attack, cleaves onto the giant and misses due to blur. Whee. He scores a single hit with his final attack for 27. Ulf is down about 60 hit points from a total of 102.

Meanwhile, the fire giant wizard drops a second fireball amidst his fire-immune warriors. A clever tactic, but no more productive than the first fireball.

Louri, noticing that Ulf is about to get smacked down by a pair of angry giants, casts slow on them. One slows down, the other doesn’t. Alian heals Brulon, who’s worse off than Ulf from thundering greatsword attacks.

ROUND FIVE: “Roscoe’s” second astral construct appears in the air above the wall of goo, a large flyer. He commands it to attack the unarmored giant threatening Ulf, which it does. He commands the brute-construct guarding him to charge the nearest giant on his side of the wall, and it does, dropping the giant on its tookus with Improved Trip! For his own action, Roscoe steps out from behind the wall and lands a cold ray onto the fire giant wizard for around 30 damage. We’re beginning to like this guy. Blaine and Brulon finish off the prone giant, and Nim tosses his hammer again at the other guy while moving into melee range.

The two giants attacking Ulf, one slowed and one not, attack him a total of four times. Because of his 32 AC and some bad DM rolls, only one hit lands, and for nearly minimum damage, but it still hurts. Luckily, Ulf isn’t quite staggered. Counting on imminent cleric intervention, Ulf full attacks the unarmored giant, hitting thrice for a grand total of 80-ish damage. Alian swoops in from behind, casts dimension door just outside the giant’s threatened area, then moves in and touches Ulf.

Bing! They reappear within the safety of the walls. Alian says, “Hang on, I’ll heal you soon!” Nearly dead, Ulf curses his removal from combat. He’s only got two rounds left of whirling frenzy, and then he’s fatigued.

The fire giant leader, demonstrating his cunning adaptability in the face of changing circumstances, tosses another fireball at the party. I bet he’s wondering why they don’t die! The unarmored fire giant outside the wall of goo, denied the opportunity to squash Ulf, delights upon realizing the little dwarf wizard is floating only 20 feet in the air, within charging distance. He charges, incurring an attack of opportunity from the flying construct, who smacks him for a measly 11 points of damage. But the Tripmasta construct had moved up last round, and also takes his attack of opportunity on the charging giant. He hits, he scores, he knocks the gine on his arse. Undeterred, the giant lashes out at the wizard anyway and hits! “I hit the wizard!” he bellows with satisfaction in the giant tongue. Sadly, these will be his last words. Aching, Louri adjusts and drops a purified lightning bolt on the pair of giants outside the walls. The half-naked fire giant explodes in a charged burst of gore, and his armored buddy takes it on the chin.

ROUND SIX: “Roscoe” nails the wizard with another cold ray, causing him to rethink his choices in life, and there is much beating down of the remaining two giant warriors. The remaining giant inside the barrier dies, and the other one swoons from massive internal hemorrhaging. Brulon charges the giant wizard, scoring a respectable 18 points of damage (*snicker*).

Ulf spends the round running back toward the fight, to the dismay of Alian. One round of whirling frenzy remains.

ROUND SEVEN: Lots of people do cool stuff and the fire giant wizard is slain. In the final action of the encounter, Ulf 5-foot steps adjacent to the armored fire giant, grins a feral grin, and drops him with a 31-point attack. Shucks. I’d wanted to crit.

---------------------

Hmm. I guess I only spent two rounds toe-to-toe with giants. My bad. Anyway, the moral of the story is fighters need love from other classes, but deal massive damage and are a lot of fun because they deal massive damage. Seriously. Come on. You have to give me props for killing a fire giant giant in four hits at 10th level.
 
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As far as min/maxing goes, I don't think Ftr 20 is going to win any awards. However, Ftr 20 is able to contribute pretty well to the team. He may not be so effective people will protest that he's broken but he'll be effective enough--if he gets just a little bit of help from the cleric and wizard, he'll be able to do almost as much damage as the fully buffed up battle cleric without spending one and a half rounds buffing or being vulnerable to dispel magic. Since first round damage is generally better than 2nd round damage, I'd call that viable if not wonderful.

I don't think anybody's been claiming that single-classed fighters are the most powerful class in the game or offer the most opportunity for min-maxing. However, I've seen nothing to indicate that they're not viable characters.
 

Well put, Elder-Basilisk.

Off the top of my head I can think of 14 feats that are absolutely superb for melee combat:
Dodge
Mobility
Spring Attack
Elusive Target
Power Attack
Cleave
Combat Expertise
Improved Combat Expertise
Improved Trip
Combat Reflexes
Hold the Line
Close Quarter Fighting
Weapon Focus
Weapon Specialization

And he might want the Greater Focus/Speicalization. And he might consider some mounted combat feats and archery feats valuable even if that is not his forte.

And there are more weird feats in other supplements.

So it is not like the poor little Fighter is stuck with getting dud feats after level 10 or 12, even if this is not the sexiest route to go.
 

Snow Savant said:
...PsyWarr-20 is mechanically superior to Fighter-20.

Uhm... I'm not denying that at all. Actually, I said that myself.

What I say is, that the fighter is not weak overall.

Comparing 20th level only is pointless.

Bye
Thanee
 

Snow Savant said:
While I neither know Scion or Thanee, Scion's points hold a heck of a lot more water.

Just so you know, what you are saying there...

You agree, that a Psychic Warrior is vastly inferior to a Fighter, if Schism and Quicken Power are taken away and Hustle is changed to not grant extra actions, but rather extra movement only (and probably reduced in level then)!

That's what Scion is saying.

That Psychic Warriors are inferior to Fighters, if they cannot put up their powers for free, and since his opinion is, that Fighters just plain out suck throughout their whole career, this means, that Psychic Warriors then also suck.

And you obviously agree with that. :p

Oh, you also agree, that 3.0 Haste is completely fine and not broken or overpowered in any way. ;)

Bye
Thanee
 
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Just noticed, that I havn't seen this post yet. :heh:

Scion said:
The game designers and the vast majority of gamers? Well, then I will have to say that you are blatantly wrong.

Well, everyone (almost ;)) knows, that Harm and Haste have been the most complained about spells in 3.0. And they were changed in 3.5, which makes obvious, that the game designers agreed, otherwise they wouldn't see the need to change them, huh?

This shows that you have a bias against casters ...

It just shows, that I understand how magic works and that it needs considerable counteraction to be held in line.

Narrow? Since we are talking about the fighter, who has no out of combat uses, then talking about in combat uses as being more important is narrow? Hmm..

No, you say a psychic warrior (w/o "free" power manifestations) is inferior to a fighter, but you only compare combat uses then and ignore all the other abilities psychic warriors get. To the contrary you say, that every class is better than the fighter, since they get no out-of combat cool stuff (and are not THAT MUCH better at fighting as they should be to compensate for that lack, which is something I can agree with, BTW).

Your arguments are completely inconsistent at that point.
You simply ignore what doesn't suit you at the moment.
You always compare at the best/worst possible situation for your stance.

Maybe you should try to look at the whole picture once? :D

Also, you always try to tell me, what I think, which - to this point - has always been wrong, and usually been utterly and completely wrong as in the complete opposite of my opinion. ;)

Ahh.. no overspecialization? then we are ignoring the very existance of greater weapon focus and greater weapon specialization. As, by definition, they are over specialization.

No, that's just specialization. Overspecialization is, for example, to use pretty much all feats to be better with a single combat style.

The fighter can pick up a couple of extra combat styles, sure, but this isnt helpful most of the time. If you have a couple of feats for melee, a couple for ranged, a couple for various combat manuevers then overall you have a bit of flexibility but your power level has dropped like a rock.

Why is that? You say yourself, that the later feat choices are weak. More options sounds like a better choice to me. Avoids some of the diminishing returns you are complaining about for the high level fighter.

Specialization is how the game works.

To a degree, yes. Did I say anything else?

I havn't called it specialization for a reason... ;)

Yep, plenty of times. With the fighter falling in behind. With the barb, ranger, and paladin all on top. I've seen the comparisons, most of them simply say it is good to have a couple of levels of fighter sometimes but bad to stick with the class because others do it better.

Are we reading the same board!? Maybe you are confusing something here...

The last dozens of pages long barbarian versus fighter thread had the majority of posters on the side of the fighter, for example.

The last poll for class power had the fighter ranked up clearly above average.

So you agree that they are lacking and dull, and yet you are trying to say above that they are fine in power compared to other fighter types?

No, I'm saying they are somewhat dull, but do not lack in power compared to other fighter types. I don't see the connection between these two.

Dullness and power are two completely different things.

The fighters only need a few thing to be a worthwhile class.

And how does that fit to your opinion, that fighters are the greatest suck on earth and are completely obsolete, useless and pointless, if they only "need a few thing to be worthwhile" !?

More skill points, better skill selection, a couple more class abilities or extra feats (even if these extra feats are even more limited.. say to things like the save boosters, skill focus, and a few other things). How does one make a general? Not with a fighter, no skills.

A fighter is not a general. A fighter is a fighter.

How does one make a combat specialist? Not with a pure fighter, possibly a couple of levels to flesh it out at best. How does one make a good fighter type who can handle many situations? Probably the psychic warrior, he has abilities enough to try. Or you can multiclass a fighter with some other classes to do it. Pure fighter doesnt cut it though. Effectively they have no nitch to fill. Even if they did they wouldnt be up to it without a whole lot of dm help (including piles and piles of feats).

Well, every class is better with prestige classes, even a wizard cannot compare to a wizard/archmage or whatnot.

No warrior class ('cept the paladin maybe) is played straight to 20 levels. They are all better off multiclassing.

That's not a specific problem with the fighter as you claim.

It's a problem with prestige classes being too powerful compared to base classes and multiclassing being too good for warrior types (while being too bad for spellcasters).

If you remove the fighter completely, this stuff is still there for sure.

And why does it make the fighter completely useless, just because it is not the most powerful choice?

And even if the fighter is only used for multiclassing, that is a purpose, too, which makes the class useful.

Bye
Thanee
 
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Hey, just a quick thank you to everyone for staying polite. It's easy to get snarky when you disagree with someone, and it's certainly appreciated when you don't.
 

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