Gort wrote :
Gort said:
People always say this, but I haven't seen it myself. My 18th level fighter needs a seventeen to hit himself (str 22, BAB 18, weapon focus, greater weapon focus, AC 47...) and about a twelve to hit the more lightly armoured party members in our group.
Heck, I've had to invest in a can-opener (brilliant energy longsword) so I can connect a little bit more. Where is the idea that at high levels attack bonuses exceed ACs, cause I sure haven't seen it. The main reason being that there are lots of ways to increase your AC (magic armour, magic shield, natural armour, deflection, insight etc) and only a couple to increase your attack (magic weapon, extra strength, competence) and the attack increasers are more expensive. Where're the huge attack bonuses coming from, cause my fighter wants one.
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I must confess that I've never actually seen it except in a few one- or two-shot high power games, but that's because I could only find local DMs so stingy I was still playing a 6th level character after two years real time. But it's what everyone talks about on the Internet.
But it sounds like your group is rich like a standard 18th level D&D group, and investing heavily in AC. STR 22? Haven't you bought an item with Enlarge Person and Polymorph yet? (Enlarge first to make sure your weapons match your polymorphed giant size. Carry a Large longsword. Enlarge yourself to Large and your longsword to Huge. Then polymorph into one of the Huge giants.) What about an item with Truestrike 5/day? (I don't know of any DM that would allow Truestrike at will. I wouldn't.)
(The reach of a giant is so valuable in combat, it's a wonder more heros don't polymorph. Size also makes it more difficult for big brutes to swallow you.)
BAB keeps going up, fast for fighters, but there is no level-based AC bonus (except for monks, and their bonus isn't large).
There are many ways to increase attack (enhanced weapons, luck, haste, insight, bane bonuses on weapons, strength) and many ways to increase STR (polymorph, size, enhancement, inherent). It seems to me that if you can't hit yourself, you're investing heavily in AC and not in attack, though I confess I haven't done a detailed analysis.
According to the DMG item creation section, enhancement bonuses to AC are only half the price of enhancement bonuses to weapons, while natural armor bonuses are equal in cost, and luck, insight, sacred/profane, and other AC bonuses are more expensive. Attack bonuses other than enhancement bonuses seem to be cheaper though, since you have to refer to the 'use-activated or continuous' item section, depending on the spell, rather than paying per 'plus'. Attacks can benefit from competence, insight, luck, morale, and profane/sacred bonuses (in addition to enhancement). STR can benefit from enhancement, inherent, and size bonuses, as well as typeless (racial) bonuses from polymorph.
If you want to bring up bumping DEX to improve AC, well, we can talk about missile or finesse weapons to benefit from the same DEX adjustments.
What is the 'brilliant energy' weapon property? I don't think I've seen that before.
If my character was rich and desperate to hit stuff, I'd invest in (a) area effect weapons such as a Cone of Cold gauntlet that is use-activated instead of spell-trigger, or (b) several bracelets of Truestrike 5/day, use-activated after arming via button-press. Use up a gauntlet or bracer slot.
(As a DM, I'd double the price of Truestrike items since the spell is supposed to be caster only.)
--index