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General Tabletop Discussion
*Dungeons & Dragons
Were the four roles correctly identified, or are there others?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6308693" data-attributes="member: 82106"><p>Again, it REALLY depends on the build of the defender. Lets assume a two-hander FWT fighter build for a minute. Now you will apply the feat that adds +WIS to his OA attacks. This guy has a CS that enhances his OA (up two one use per enemy turn), and CC which he can use once a round. His normal standard attacks are about 1.5x baseline (where a good pure striker is around 2x baseline), AND he'll unleash an attack that is around .8 of baseline (his MBA) when provoked, PLUS another similar one potentially that is his CC attack. If whomever you concentrate on that isn't the fighter has any wits and moves away a bit then you HAVE to provoke to follow, so you WILL be taking something like 2.3x baseline, more than striker damage PLUS the mark effect, PLUS any other ancillary effects like CS effect and whatever the fighter's actual powers do outside of damage. </p><p></p><p>My experience with a vanilla dwarf two-hand axe-based FWT fighter with a high wis was that he was absolutely the most damaging character in the party, beyond even the rogue and about equal to a bow ranger IF he was ignored. If he wasn't ignored then he just sucked up a lot of damage and still did considerable damage and was easy to heal. Monsters really were in a sucker lose/lose with this guy and replacing him with another striker would have surely caused the party problems. You CAN build a party without a defender, it works, but its a much different tactical game and if the enemy manages to pin down and hammer on the strikers its a very fast bloody road to a TPK.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6308693, member: 82106"] Again, it REALLY depends on the build of the defender. Lets assume a two-hander FWT fighter build for a minute. Now you will apply the feat that adds +WIS to his OA attacks. This guy has a CS that enhances his OA (up two one use per enemy turn), and CC which he can use once a round. His normal standard attacks are about 1.5x baseline (where a good pure striker is around 2x baseline), AND he'll unleash an attack that is around .8 of baseline (his MBA) when provoked, PLUS another similar one potentially that is his CC attack. If whomever you concentrate on that isn't the fighter has any wits and moves away a bit then you HAVE to provoke to follow, so you WILL be taking something like 2.3x baseline, more than striker damage PLUS the mark effect, PLUS any other ancillary effects like CS effect and whatever the fighter's actual powers do outside of damage. My experience with a vanilla dwarf two-hand axe-based FWT fighter with a high wis was that he was absolutely the most damaging character in the party, beyond even the rogue and about equal to a bow ranger IF he was ignored. If he wasn't ignored then he just sucked up a lot of damage and still did considerable damage and was easy to heal. Monsters really were in a sucker lose/lose with this guy and replacing him with another striker would have surely caused the party problems. You CAN build a party without a defender, it works, but its a much different tactical game and if the enemy manages to pin down and hammer on the strikers its a very fast bloody road to a TPK. [/QUOTE]
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Community
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Were the four roles correctly identified, or are there others?
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