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Touch attacks: is it just me..?
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<blockquote data-quote="woodelf" data-source="post: 1190584" data-attributes="member: 10201"><p>Nope. I see the swift, precise warrior as being just as viable as the slow, powerful one--i don't think the game should favor either mechanically, if they are equally maximized. [realistically, one may be preferable, at least at a given technology level--i really don't know. But if you look at the lit of the genre, there's a Grey Mouser for every Conan.] And i don't think the bonuses are too big in D&D--i think the die roll is too big. Or maybe the raw stats (skills, BAB, etc.) are too small. I'd *prefer it* if a 10th level character was simply untouchable by 1st-level character, at least in her area of expertise. If the very poorest attack roll the Ftr10 could make (perhaps excepting fumbles) was better than the very best attack roll the Ftr1 could make--even with the circumstances heavily in the Ftr1's favor. (I'd also like it if, say, the worst spellcasting-related roll a focused wizard could make was better than the best attack roll she could make.)</p><p></p><p>IMHO, the problem with initiative as it stands is that it has so little effect--i don't want it to trump power, just be a viable alternative. As i see it, you can't under the current rules make a swashbuckler who's as effective as a tank--sure, you get to go first in every combat ('cause you've jacked up your init bonus), but after the first round this basically doesn't matter, and you don't get to strike any more times than the tank, and you do less damage when you do hit. The less damage thing is part of the archetype--but it's "supposed" to be a tradeoff for better accuracy and/or more attacks. And since D&D doesn't differentiate the two combat styles in most other areas, a lot of the things that might give the swashbuckler a leg-up (weapon focus, improved crit) make just as much conceptual sense for the tank.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1190584, member: 10201"] Nope. I see the swift, precise warrior as being just as viable as the slow, powerful one--i don't think the game should favor either mechanically, if they are equally maximized. [realistically, one may be preferable, at least at a given technology level--i really don't know. But if you look at the lit of the genre, there's a Grey Mouser for every Conan.] And i don't think the bonuses are too big in D&D--i think the die roll is too big. Or maybe the raw stats (skills, BAB, etc.) are too small. I'd *prefer it* if a 10th level character was simply untouchable by 1st-level character, at least in her area of expertise. If the very poorest attack roll the Ftr10 could make (perhaps excepting fumbles) was better than the very best attack roll the Ftr1 could make--even with the circumstances heavily in the Ftr1's favor. (I'd also like it if, say, the worst spellcasting-related roll a focused wizard could make was better than the best attack roll she could make.) IMHO, the problem with initiative as it stands is that it has so little effect--i don't want it to trump power, just be a viable alternative. As i see it, you can't under the current rules make a swashbuckler who's as effective as a tank--sure, you get to go first in every combat ('cause you've jacked up your init bonus), but after the first round this basically doesn't matter, and you don't get to strike any more times than the tank, and you do less damage when you do hit. The less damage thing is part of the archetype--but it's "supposed" to be a tradeoff for better accuracy and/or more attacks. And since D&D doesn't differentiate the two combat styles in most other areas, a lot of the things that might give the swashbuckler a leg-up (weapon focus, improved crit) make just as much conceptual sense for the tank. [/QUOTE]
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