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<blockquote data-quote="Grog" data-source="post: 663267" data-attributes="member: 6183"><p>The key phrase there is "as long as he has hp". The fighter runs out of steam too. He is much more likely to take damage than the wizard, and he has to be healed. Healing is typically a limited resource, so the fighter will also reach a point where he can't go on. It simply happens in a different way than it does for the wizard.</p><p></p><p></p><p></p><p>That's ridiculous. If you think will saves are the only flaw fighters have, you simply don't have a very imaginative or creative DM.</p><p></p><p>For example:</p><p></p><p>Incorporeal and invisible/concealed creatures. A 50% miss chance cuts the fighter's damage in half. Magic hurts these creatures just fine, in most cases.</p><p></p><p>High AC creatures. The fighter can't damage what he can't hit.</p><p></p><p>Flying creatures. Sure, he may have a bow so he won't be totally helpless, but the fighter's big greatsword of doom is useless against them.</p><p></p><p>Enemies firing from behind arrowslits.</p><p></p><p>Enemies with a long reach and "stopping" feats, like Large and in Charge. Or, enemies with a long reach and improved grab.</p><p></p><p>Enemies who disarm the fighter.</p><p></p><p>Enemies who use magic to avoid letting the fighter close to meele range.</p><p></p><p>Enemies who attack from prepared ambush and have lots of obstacles and traps in place to stop charging fighters.</p><p></p><p>The list goes on and on. Fighters aren't equally good in all situations. Not even close. Sure, in a straight, stand up, bash the monster fight, fighters are great (though they'll most likely get bashed quite a bit in return). But if every single fight is like that, the game gets boring pretty fast.</p><p></p><p></p><p></p><p>Wizards, by their nature, usually have more options than fighters. If the enemy has SR, use buff spells on your party members. If the enemy has elemental resistsance or evasion, use a non-damaging spell like Polymorph Other or Hold Monster. If the enemy has high saves, use buff spells or spells that don't allow a save.</p><p></p><p>Fighters, on the other hand, tend to have more limited options and are more geared towards doing straight damage. Take away their damage dealing ability, and you cripple them. Sure, they can trip, disarm, grapple, and bullrush, but since it's common for them to fight things that are both larger and stronger than they are, those aren't always viable options. How do you disarm a dragon? How do you grapple a pit fiend? See the problem?</p><p></p><p></p><p></p><p>So everyone who disagrees with you is narrow-minded. Cute.</p><p></p><p>Again, I just don't see why DR is so important to some people. I find 3E to be perfectly enjoyable with it the way it is now. There are lots of things I'd rather see fixed before DR even enters into the picture.</p></blockquote><p></p>
[QUOTE="Grog, post: 663267, member: 6183"] The key phrase there is "as long as he has hp". The fighter runs out of steam too. He is much more likely to take damage than the wizard, and he has to be healed. Healing is typically a limited resource, so the fighter will also reach a point where he can't go on. It simply happens in a different way than it does for the wizard. That's ridiculous. If you think will saves are the only flaw fighters have, you simply don't have a very imaginative or creative DM. For example: Incorporeal and invisible/concealed creatures. A 50% miss chance cuts the fighter's damage in half. Magic hurts these creatures just fine, in most cases. High AC creatures. The fighter can't damage what he can't hit. Flying creatures. Sure, he may have a bow so he won't be totally helpless, but the fighter's big greatsword of doom is useless against them. Enemies firing from behind arrowslits. Enemies with a long reach and "stopping" feats, like Large and in Charge. Or, enemies with a long reach and improved grab. Enemies who disarm the fighter. Enemies who use magic to avoid letting the fighter close to meele range. Enemies who attack from prepared ambush and have lots of obstacles and traps in place to stop charging fighters. The list goes on and on. Fighters aren't equally good in all situations. Not even close. Sure, in a straight, stand up, bash the monster fight, fighters are great (though they'll most likely get bashed quite a bit in return). But if every single fight is like that, the game gets boring pretty fast. Wizards, by their nature, usually have more options than fighters. If the enemy has SR, use buff spells on your party members. If the enemy has elemental resistsance or evasion, use a non-damaging spell like Polymorph Other or Hold Monster. If the enemy has high saves, use buff spells or spells that don't allow a save. Fighters, on the other hand, tend to have more limited options and are more geared towards doing straight damage. Take away their damage dealing ability, and you cripple them. Sure, they can trip, disarm, grapple, and bullrush, but since it's common for them to fight things that are both larger and stronger than they are, those aren't always viable options. How do you disarm a dragon? How do you grapple a pit fiend? See the problem? So everyone who disagrees with you is narrow-minded. Cute. Again, I just don't see why DR is so important to some people. I find 3E to be perfectly enjoyable with it the way it is now. There are lots of things I'd rather see fixed before DR even enters into the picture. [/QUOTE]
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