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<blockquote data-quote="Xini" data-source="post: 3435260" data-attributes="member: 50271"><p>Okay guys and gals, to just break this back down to the components.</p><p></p><p>I think Ellie has chimed in perfectly, it highlights the balance issues well.</p><p></p><p>1. If I don't take the roll of the anvil in this group then they are just going to get queered up daily.</p><p></p><p>2. If I build this character with special attacks like improved trip and improved disarm then I am both min maxing versus standard humanoids with weapons and also it means I am much more effective at flooring opponents but not at actually finshing them off. This would work but it places more impetous on others to deal the killing blow otherwise we'll end up with even more protracted fights!</p><p></p><p>3. Were I to use a two handed weapon (munchkin mode engaged) I'd be giving up a potential eight in armour class. I don't think that this is wise if I am to bear the brunt of the attacks as even with a spiked chain I am within reach of ogres etc who are liable to hit harder than I am by some margin!</p><p></p><p>4. The Dragon Shaman idea is interesting but I think it's too far away from the classic fantasy ideas to fit it into this campaign. Plus the DM is trying to keep to PHB base classes.</p><p></p><p>5. I know that many here think the fighter class is basically weak and I know that this has been the general impression of them in our games but I am determined to proove this opinion wrong. I'd like to make a pure fighter who's powerbase comes from synergistic feats and decent weaponry & armour.</p><p></p><p>6. The whole thing with refusing any NPC healer is more a matter of simplicity and pride. We've had NPC healers in the past and I for one think it's about time we bucked ourselves up and took responsibility for our own sucesses or faliures.</p><p></p><p>Personally my concept is a stout Dwarven fighter with a Dwarven Waraxe, Dwarven Battleplate and a heavy steel shield. All three moving up to adamantine and spiked as and when I can afford it (I wonder if spiked adamantine armour would count as crampons whilst climbing? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> ).</p><p></p><p>Feat progression would be aiming for plenty of weapon focus and weapon spec (I'm thinking power attack over expertise for using up this excessive to hit roll versus easy to hit baddies). Also I want to concentrate on being really good in heavy armour and able to use a shield with great proficiency.</p><p></p><p>My basic concerns are that I will form a magnet for spells, having only one good save (even that will fall behind those who multiclass), and also those attacks which either automatically hit (I had a dwarven paladin once with good AC and saves, was brought down easily via ray of enfeeblement and magic missile, which was annoying) or are so good as to easily hit (ie the best the enemy has to offer).</p><p></p><p>Ideally I will be facing the best the opponents have to offer in terms of a melee, protecting the party, whilst our spellcasters (ie the rest of the group) engage their spellcasters. I'm kinda hoping that whilst I concentrate on cutting down opponents and defeanding our line the "real threats" in the party will dispatch the enemy.</p></blockquote><p></p>
[QUOTE="Xini, post: 3435260, member: 50271"] Okay guys and gals, to just break this back down to the components. I think Ellie has chimed in perfectly, it highlights the balance issues well. 1. If I don't take the roll of the anvil in this group then they are just going to get queered up daily. 2. If I build this character with special attacks like improved trip and improved disarm then I am both min maxing versus standard humanoids with weapons and also it means I am much more effective at flooring opponents but not at actually finshing them off. This would work but it places more impetous on others to deal the killing blow otherwise we'll end up with even more protracted fights! 3. Were I to use a two handed weapon (munchkin mode engaged) I'd be giving up a potential eight in armour class. I don't think that this is wise if I am to bear the brunt of the attacks as even with a spiked chain I am within reach of ogres etc who are liable to hit harder than I am by some margin! 4. The Dragon Shaman idea is interesting but I think it's too far away from the classic fantasy ideas to fit it into this campaign. Plus the DM is trying to keep to PHB base classes. 5. I know that many here think the fighter class is basically weak and I know that this has been the general impression of them in our games but I am determined to proove this opinion wrong. I'd like to make a pure fighter who's powerbase comes from synergistic feats and decent weaponry & armour. 6. The whole thing with refusing any NPC healer is more a matter of simplicity and pride. We've had NPC healers in the past and I for one think it's about time we bucked ourselves up and took responsibility for our own sucesses or faliures. Personally my concept is a stout Dwarven fighter with a Dwarven Waraxe, Dwarven Battleplate and a heavy steel shield. All three moving up to adamantine and spiked as and when I can afford it (I wonder if spiked adamantine armour would count as crampons whilst climbing? :lol: ). Feat progression would be aiming for plenty of weapon focus and weapon spec (I'm thinking power attack over expertise for using up this excessive to hit roll versus easy to hit baddies). Also I want to concentrate on being really good in heavy armour and able to use a shield with great proficiency. My basic concerns are that I will form a magnet for spells, having only one good save (even that will fall behind those who multiclass), and also those attacks which either automatically hit (I had a dwarven paladin once with good AC and saves, was brought down easily via ray of enfeeblement and magic missile, which was annoying) or are so good as to easily hit (ie the best the enemy has to offer). Ideally I will be facing the best the opponents have to offer in terms of a melee, protecting the party, whilst our spellcasters (ie the rest of the group) engage their spellcasters. I'm kinda hoping that whilst I concentrate on cutting down opponents and defeanding our line the "real threats" in the party will dispatch the enemy. [/QUOTE]
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