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General Tabletop Discussion
*Dungeons & Dragons
Upgrading the Anti-Magic of Fighters and Barbarians
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<blockquote data-quote="CapnZapp" data-source="post: 7645292" data-attributes="member: 12731"><p>I have played twice up to about level 15-17.</p><p></p><p>In my experience Fly and divination plays a very small role. The Wizard is seldom attracted to the option of using her Concentration on the Fighter. (We haven't seen even a single round of Fly!) So I can safely say Climb and Jump remain relevant and useful for many many levels. Our martials love to increase their speed and equip items that allow longer jumps, faster climbs and swimming without checks etc. I'm talking ten levels easy - a most welcome change from how D&D in 3rd edition quickly became very superhero-like with everybody flying all over the place!</p><p></p><p>At really high levels, Teleport or Wind Walk become really convenient, but I wouldn't say that detracts from the Fighter experience, or makes casters feel more important.</p><p></p><p>Just to add my 2 cents.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7645292, member: 12731"] I have played twice up to about level 15-17. In my experience Fly and divination plays a very small role. The Wizard is seldom attracted to the option of using her Concentration on the Fighter. (We haven't seen even a single round of Fly!) So I can safely say Climb and Jump remain relevant and useful for many many levels. Our martials love to increase their speed and equip items that allow longer jumps, faster climbs and swimming without checks etc. I'm talking ten levels easy - a most welcome change from how D&D in 3rd edition quickly became very superhero-like with everybody flying all over the place! At really high levels, Teleport or Wind Walk become really convenient, but I wouldn't say that detracts from the Fighter experience, or makes casters feel more important. Just to add my 2 cents. [/QUOTE]
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Upgrading the Anti-Magic of Fighters and Barbarians
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