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Siege problems with Power Attack
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<blockquote data-quote="Xeovke" data-source="post: 1098256" data-attributes="member: 1203"><p>We once had a gnoll barbarian in one of our games. We were quite lucky and rolled a Maul of the Titans as a magic item (which deal triple damage against structures). It was pretty useful as we simply stopped passing trough doors: walls did not last very long and weren't trapped. However as many have pointed out its not exactly unbalancing as by the mid-levels, there are plenty of ways to avoid walls. And in our particular case, having a rogue on the team would have been a lot better, bashing trough walls just isn't very subtle.</p><p>I actually found it a nice scenario to have the players try to defend a town against an (barbaric) army, letting them get overconfident with the enemy's lack of siege weapon and make their wall/gates crumble under the blow of a barbarian with a MotT. Just at 6th level, such a character can get around with (1d10+3+6+12)*3=79.5 on avg per hit (assuming 18 str and rage) with an average of 151.05 -1.9*hardness (if a roll of 1 always fail) per round. If the barbarian is correctly prepared (protection from arrows, prot f/ elements), and with a handy cleric by his side, he can make a good deal of dmg before falling. It would probably be a nice surprise for the defenders. But I do admit that this strategy feels somehow silly.</p><p>Cheers,</p><p>Xeovke</p><p></p><p>Edit: small error in maths</p></blockquote><p></p>
[QUOTE="Xeovke, post: 1098256, member: 1203"] We once had a gnoll barbarian in one of our games. We were quite lucky and rolled a Maul of the Titans as a magic item (which deal triple damage against structures). It was pretty useful as we simply stopped passing trough doors: walls did not last very long and weren't trapped. However as many have pointed out its not exactly unbalancing as by the mid-levels, there are plenty of ways to avoid walls. And in our particular case, having a rogue on the team would have been a lot better, bashing trough walls just isn't very subtle. I actually found it a nice scenario to have the players try to defend a town against an (barbaric) army, letting them get overconfident with the enemy's lack of siege weapon and make their wall/gates crumble under the blow of a barbarian with a MotT. Just at 6th level, such a character can get around with (1d10+3+6+12)*3=79.5 on avg per hit (assuming 18 str and rage) with an average of 151.05 -1.9*hardness (if a roll of 1 always fail) per round. If the barbarian is correctly prepared (protection from arrows, prot f/ elements), and with a handy cleric by his side, he can make a good deal of dmg before falling. It would probably be a nice surprise for the defenders. But I do admit that this strategy feels somehow silly. Cheers, Xeovke Edit: small error in maths [/QUOTE]
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