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General Tabletop Discussion
*Dungeons & Dragons
Should martial characters be mundane or supernatural?
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<blockquote data-quote="Oofta" data-source="post: 9155952" data-attributes="member: 6801845"><p>I rarely see this "crippling overspecialization" that you're talking about. Most people playing a fighter pick a fighting style and stick with it. I would agree that 3E had an issue with this, there were certain feats you absolutely had to take. I think I've seen 1 GWM and 1 PAM in public games, I have yet to see them in my home game. I have seen a few players with SS for archers, but that's a pretty OP feat.</p><p></p><p></p><p></p><p>Again with the "supernatural fighter"? Really? Doesn't that poor dead horse ever get a break?</p><p></p><p></p><p></p><p>There is no way a 4 fighter party is going to be seriously challenged by a hill giant. On average, just assuming duelist champion fighters, no action surge ,chain mail and shield, the giant will be lucky to survive 2 rounds while doing a whopping 36 points of damage <em>if </em>it gets a second round of attacks in. The giant isn't even going to take a single fighter out.</p><p></p><p>[SPOILER="Quick Math"]</p><p>Hill Giant: AC 13, HP 105, 2 attacks at +8, Chance to hit 50%, Damage per hit 18, Average damage per round 18.</p><p></p><p>Fighters: AC 18 (chain mail + shield), 2 attacks at +8, Chance to hit 75%, damage per hit 10.5, damage 1d8+8 (duelist adds +2 damage) for 12.5, Average damage 18.75. </p><p></p><p>4 fighters, 75 points of damage per round.</p><p>[/SPOILER]</p><p></p><p></p><p></p><p>I guess all the fighters I've played or played with over the years have been doing it wrong (with the 2 exceptions I mentioned).</p><p></p><p></p><p></p><p></p><p>Your claims of how dangerous a hill giant are is greatly exaggerated, my challenge calculator puts this at an easy encounter. A pair of hill giants that focused fire could possibly take out one PC, but would still be fairly easily defeated.</p><p></p><p>Your claim of requiring over specialization and requiring magic weapons simply doesn't add up.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9155952, member: 6801845"] I rarely see this "crippling overspecialization" that you're talking about. Most people playing a fighter pick a fighting style and stick with it. I would agree that 3E had an issue with this, there were certain feats you absolutely had to take. I think I've seen 1 GWM and 1 PAM in public games, I have yet to see them in my home game. I have seen a few players with SS for archers, but that's a pretty OP feat. Again with the "supernatural fighter"? Really? Doesn't that poor dead horse ever get a break? There is no way a 4 fighter party is going to be seriously challenged by a hill giant. On average, just assuming duelist champion fighters, no action surge ,chain mail and shield, the giant will be lucky to survive 2 rounds while doing a whopping 36 points of damage [I]if [/I]it gets a second round of attacks in. The giant isn't even going to take a single fighter out. [SPOILER="Quick Math"] Hill Giant: AC 13, HP 105, 2 attacks at +8, Chance to hit 50%, Damage per hit 18, Average damage per round 18. Fighters: AC 18 (chain mail + shield), 2 attacks at +8, Chance to hit 75%, damage per hit 10.5, damage 1d8+8 (duelist adds +2 damage) for 12.5, Average damage 18.75. 4 fighters, 75 points of damage per round. [/SPOILER] I guess all the fighters I've played or played with over the years have been doing it wrong (with the 2 exceptions I mentioned). Your claims of how dangerous a hill giant are is greatly exaggerated, my challenge calculator puts this at an easy encounter. A pair of hill giants that focused fire could possibly take out one PC, but would still be fairly easily defeated. Your claim of requiring over specialization and requiring magic weapons simply doesn't add up. [/QUOTE]
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Should martial characters be mundane or supernatural?
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