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<blockquote data-quote="Alzrius" data-source="post: 5967106" data-attributes="member: 8461"><p>My game is about fun, but I actually think that characters can be useful outside of extremely narrow "specializations," which means there's every reason for me to argue that fighters are better than "okay" and that casters aren't N degrees better than fighters. You're the one saying otherwise.</p><p></p><p></p><p></p><p>Again, easily disproven. A character with a trip weapon still deals its damage, and taking Improved Trip is hardly depriving the character of damage-output-focused feats to the point that his damage is negligible.</p><p></p><p></p><p></p><p>On the other hand, your fighter can last for longer than 5 rounds, and will likely have a better AC than 15, and more than 22 hit points. Matching their damage output is easy, and you can grapple almost as good with the Improved Grapple feat. So no, your fighters aren't made useless by one summons. See my previous post for further reasons why this is so.</p><p></p><p></p><p></p><p>You're again confusing not hyper-optimizing with "uselessness." There's a difference.</p><p></p><p></p><p></p><p>Hm, well, everyone has had fun, character deaths have been relatively rare but not unknown, and they haven't felt the need to make their characters conform to CharOp standards. So they seem effective to me.</p><p></p><p></p><p></p><p>You seemed to have missed my previous post about all the different ways to avoid that spell to begin with, let alone its tiny area of effect (the idea that someone would just stand still in the 10-foot square and let the ranged attackers pick them off is an amusing one, though).</p><p></p><p></p><p></p><p>Or they can just do any one of a number of things, like draw another weapon (a free action while they move up and sunder your wand).</p><p></p><p></p><p></p><p>Actually, it's more accurate to state that, if my casters haven't effective ended a combat with a well-placed level 1-3 spell, even up to CR 10, then they're playing the game as it was intended to be played, rather than trying to bend the system as far as they can to "win" every encounter. Which wouldn't really matter anyway since, as I've already explained, that will happen only as long as the GM lets it happen.</p><p> </p><p></p><p></p><p>These are, in fact, virtually all theoretical scenarios - answers that then have questions created to fit them - and the fact that some people actually let that shape how they play their game isn't surprising (see the last link I posted for more about that; that line of thinking has been around a long time). But again, that lasts only as long as the GM keeps things within those carefully constructed scenarios; they're otherwise very easy to break ("a FIFTH encounter in one day?! OH NOOOOSSS!").</p><p></p><p></p><p></p><p>Until they can't use their spells (e.g. <em>anti-magic field</em>, <em>silence</em>, etc.) any longer, or any of a hundred other ways to break that paradigm wide open.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5967106, member: 8461"] My game is about fun, but I actually think that characters can be useful outside of extremely narrow "specializations," which means there's every reason for me to argue that fighters are better than "okay" and that casters aren't N degrees better than fighters. You're the one saying otherwise. Again, easily disproven. A character with a trip weapon still deals its damage, and taking Improved Trip is hardly depriving the character of damage-output-focused feats to the point that his damage is negligible. On the other hand, your fighter can last for longer than 5 rounds, and will likely have a better AC than 15, and more than 22 hit points. Matching their damage output is easy, and you can grapple almost as good with the Improved Grapple feat. So no, your fighters aren't made useless by one summons. See my previous post for further reasons why this is so. You're again confusing not hyper-optimizing with "uselessness." There's a difference. Hm, well, everyone has had fun, character deaths have been relatively rare but not unknown, and they haven't felt the need to make their characters conform to CharOp standards. So they seem effective to me. You seemed to have missed my previous post about all the different ways to avoid that spell to begin with, let alone its tiny area of effect (the idea that someone would just stand still in the 10-foot square and let the ranged attackers pick them off is an amusing one, though). Or they can just do any one of a number of things, like draw another weapon (a free action while they move up and sunder your wand). Actually, it's more accurate to state that, if my casters haven't effective ended a combat with a well-placed level 1-3 spell, even up to CR 10, then they're playing the game as it was intended to be played, rather than trying to bend the system as far as they can to "win" every encounter. Which wouldn't really matter anyway since, as I've already explained, that will happen only as long as the GM lets it happen. These are, in fact, virtually all theoretical scenarios - answers that then have questions created to fit them - and the fact that some people actually let that shape how they play their game isn't surprising (see the last link I posted for more about that; that line of thinking has been around a long time). But again, that lasts only as long as the GM keeps things within those carefully constructed scenarios; they're otherwise very easy to break ("a FIFTH encounter in one day?! OH NOOOOSSS!"). Until they can't use their spells (e.g. [i]anti-magic field[/i], [i]silence[/i], etc.) any longer, or any of a hundred other ways to break that paradigm wide open. [/QUOTE]
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