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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="Hell0W0rld" data-source="post: 9204673" data-attributes="member: 7043718"><p>Going with standard array and variant human like your Rune Knight, we can get 8 / 14 / 13+1 / 15+1 / 12 / 10. Shadow Touched gives you +1 INT, at-will access and one free cast of Invisibility and Charm Person. Take Fey Touched for the same thing with Misty Step and Cause Fear. Use the last ASI for +2 INT and you're at 20.</p><p></p><p>The reason I didn't specify any subclass is because the wizard does not need any to overshadow your Rune Knight. Be a Conjurer with a literal grab bag of options, be a Scribe and spy on enemies with your spare spellbook, be a War Wizard or Bladesinger if you want to have better defenses.</p><p> </p><p></p><p></p><p>To play a caster well means being creative. You aren't limited to rolling skill checks to make things happen outside of combat.</p><p></p><p>To distract some guards, cast Minor Illusion to mimic a screaming kid to make them leave their positions instead of trying to convince them that a kid needs help with a Deception check. To get past an area littered with traps, cast Dimension Door and walk right through instead of rolling multiple times to disarm each one.</p><p></p><p>Beyond that, I'm not sure why you place so much value in having limitless advantage on Deception and Intimidation. Do you encounter many adventuring days where you're asked to make Deception and Intimidation checks more than once or twice? Even then, if you're aware in advance that your character will spend a length of time bluffing, you can simply prepare the necessary spells.</p><p></p><p>Meanwhile, an adventuring day that requires the wizard to cast both Fly and Dimension Door twice outside of combat would leave the Rune Knight high and dry. Your fighter also cannot swap their loadout based on foreknowledge. A wizard that expects little combat can tailor their prepared spells to match. A "social" Rune Knight cannot exchange their build for a more combat-focused one if they know they're going to be dungeon crawling.</p><p></p><p></p><p></p><p>The wizard is effective at combat, not dealing at single target damage. That means disrupting enemies with Web, slowing them down with Ray of Frost, or turning an ally into a Giant Ape via Polymorph. Single target damage can be left for the classes that excel at it like a paladin, a ranger or, yes, even a decently built fighter. Not one with 12 STR and 16 DEX.</p><p></p><p></p><p></p><p>Do you really not see the value of a foolproof place to rest when you're out exploring?</p></blockquote><p></p>
[QUOTE="Hell0W0rld, post: 9204673, member: 7043718"] Going with standard array and variant human like your Rune Knight, we can get 8 / 14 / 13+1 / 15+1 / 12 / 10. Shadow Touched gives you +1 INT, at-will access and one free cast of Invisibility and Charm Person. Take Fey Touched for the same thing with Misty Step and Cause Fear. Use the last ASI for +2 INT and you're at 20. The reason I didn't specify any subclass is because the wizard does not need any to overshadow your Rune Knight. Be a Conjurer with a literal grab bag of options, be a Scribe and spy on enemies with your spare spellbook, be a War Wizard or Bladesinger if you want to have better defenses. To play a caster well means being creative. You aren't limited to rolling skill checks to make things happen outside of combat. To distract some guards, cast Minor Illusion to mimic a screaming kid to make them leave their positions instead of trying to convince them that a kid needs help with a Deception check. To get past an area littered with traps, cast Dimension Door and walk right through instead of rolling multiple times to disarm each one. Beyond that, I'm not sure why you place so much value in having limitless advantage on Deception and Intimidation. Do you encounter many adventuring days where you're asked to make Deception and Intimidation checks more than once or twice? Even then, if you're aware in advance that your character will spend a length of time bluffing, you can simply prepare the necessary spells. Meanwhile, an adventuring day that requires the wizard to cast both Fly and Dimension Door twice outside of combat would leave the Rune Knight high and dry. Your fighter also cannot swap their loadout based on foreknowledge. A wizard that expects little combat can tailor their prepared spells to match. A "social" Rune Knight cannot exchange their build for a more combat-focused one if they know they're going to be dungeon crawling. The wizard is effective at combat, not dealing at single target damage. That means disrupting enemies with Web, slowing them down with Ray of Frost, or turning an ally into a Giant Ape via Polymorph. Single target damage can be left for the classes that excel at it like a paladin, a ranger or, yes, even a decently built fighter. Not one with 12 STR and 16 DEX. Do you really not see the value of a foolproof place to rest when you're out exploring? [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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