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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="ECMO3" data-source="post: 9206041" data-attributes="member: 7030563"><p>Sure, but that is a build choice.</p><p></p><p></p><p></p><p>RAW there are mechanics in TCE, you really need to leverage them to get the most out of it.</p><p></p><p></p><p></p><p>I get that, but I also think that is a choice. You have a lot of options in how you build your PC. Some choices are better at some things that others are. </p><p></p><p>As a platform RK is one of the best skill platforms in the game. IMO, along with Fey Wanderer, Soul Knife and Scout it is really the best of the best, with individual gaming styles driving which of those four come out on top. You may be able to get some others to that level with spells (probably a Bard variant).</p><p></p><p></p><p></p><p>True and Sorcerer in the top of tier 2+ is going to outrun just about any fighter in combat.</p><p></p><p></p><p></p><p>See I don't think it is really highly desired by most of the community. It is highly desired by some certainly, but I think those people are a minority. I think most players who want a non-magic fighter, really want it non-Magic and not doing a whole lot more than extra attack.</p><p></p><p></p><p></p><p>Cavalier is pretty effective when I have played it, although it may be campaign and party dependent. It is even better if you are mounted and use the DMG marking rules in addition to the Cavalier Mark (although IME most players hate the DMG marking rules).</p><p></p><p></p><p></p><p></p><p>I have played some 3P fighters, but nothing more powerful than the WOTC fighters. They were neat. I think the Boromir crowd is the ones who want fighters to be swinging a sword and not much more as that is what Broimir did (well that and blow a horn).</p><p></p><p></p><p></p><p></p><p>Yes this is true. I edited the post above to include damage on the PAM build and that includes chance to hit. This also goes for the GWM/PAM build too though and then you have the "small bites"</p><p></p><p>If you are talking about EB-AB 20 Charisma vs Rapier-Dueling 18 Dex the actual DPR vs 16 AC in raw numbers is 14.2 vs 13.05, so that is down 8%. There is a lot that is not being considered here though, action surge (which is going to be more than a 10% boost in most campaigns), Giants Might and Fire Rune. On the Warlock you are not considering spells or invocations other than AB. </p><p></p><p></p><p></p><p>It depends on what you call "combat optimized" The math above was 38% lower compared to a 20-strength PAM/GWM over the course of a day assuming fighting a 16AC enemy (given a bunch of assumptions). At 19AC it would be less than 38%. </p><p></p><p>You are right milage does vary and I have found that the GWM/PAM whiteroom build looks great in numbers, but does very poorly in most campaigns because you really need a magic pole arm to make it work and that is often not the case. When it is the case it is usually a +1 weapon even late in game when others are finding ae flame tounge or Dragontooth dagger or Sunblade or something else. If you look at all the official WOTC adventures, I don't think you will find any magic Halberds or Glaives at all. That is not to say your DM won't add it for you, but those I have played with haven't added that when PCs went the GWM/PAM route.</p><p></p><p>Moreover that is the point. If you purposely build to be better at combat and not as good at the social and exploration pillars then you won't be as good at them. With the Runk Knight though there is certainly a lot of available middle ground, assumign at least average rolls.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9206041, member: 7030563"] Sure, but that is a build choice. RAW there are mechanics in TCE, you really need to leverage them to get the most out of it. I get that, but I also think that is a choice. You have a lot of options in how you build your PC. Some choices are better at some things that others are. As a platform RK is one of the best skill platforms in the game. IMO, along with Fey Wanderer, Soul Knife and Scout it is really the best of the best, with individual gaming styles driving which of those four come out on top. You may be able to get some others to that level with spells (probably a Bard variant). True and Sorcerer in the top of tier 2+ is going to outrun just about any fighter in combat. See I don't think it is really highly desired by most of the community. It is highly desired by some certainly, but I think those people are a minority. I think most players who want a non-magic fighter, really want it non-Magic and not doing a whole lot more than extra attack. Cavalier is pretty effective when I have played it, although it may be campaign and party dependent. It is even better if you are mounted and use the DMG marking rules in addition to the Cavalier Mark (although IME most players hate the DMG marking rules). I have played some 3P fighters, but nothing more powerful than the WOTC fighters. They were neat. I think the Boromir crowd is the ones who want fighters to be swinging a sword and not much more as that is what Broimir did (well that and blow a horn). Yes this is true. I edited the post above to include damage on the PAM build and that includes chance to hit. This also goes for the GWM/PAM build too though and then you have the "small bites" If you are talking about EB-AB 20 Charisma vs Rapier-Dueling 18 Dex the actual DPR vs 16 AC in raw numbers is 14.2 vs 13.05, so that is down 8%. There is a lot that is not being considered here though, action surge (which is going to be more than a 10% boost in most campaigns), Giants Might and Fire Rune. On the Warlock you are not considering spells or invocations other than AB. It depends on what you call "combat optimized" The math above was 38% lower compared to a 20-strength PAM/GWM over the course of a day assuming fighting a 16AC enemy (given a bunch of assumptions). At 19AC it would be less than 38%. You are right milage does vary and I have found that the GWM/PAM whiteroom build looks great in numbers, but does very poorly in most campaigns because you really need a magic pole arm to make it work and that is often not the case. When it is the case it is usually a +1 weapon even late in game when others are finding ae flame tounge or Dragontooth dagger or Sunblade or something else. If you look at all the official WOTC adventures, I don't think you will find any magic Halberds or Glaives at all. That is not to say your DM won't add it for you, but those I have played with haven't added that when PCs went the GWM/PAM route. Moreover that is the point. If you purposely build to be better at combat and not as good at the social and exploration pillars then you won't be as good at them. With the Runk Knight though there is certainly a lot of available middle ground, assumign at least average rolls. [/QUOTE]
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