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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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<blockquote data-quote="Neonchameleon" data-source="post: 8063887" data-attributes="member: 87792"><p>First, there's a bit of cherry picking going on there, picking one of the few monsters with anti-magic abilities. Second by using their abilities to evade the beholder; abilities the fighters simply don't have. Working from memory the Beholder has an excellent perception (+12) but has no ability to e.g. see invisible, merely darkvision. And it can't stop teleports past it.</p><p></p><p>Third this is a Beholder. <em>The safest place when you have the misfortune to fight a beholder head on is always inside the anti-magic cone. </em>Inside the anti-magic cone all the Beholder can do to you is bite. Inside the eye ray you are savagely nerfed - but you are safe from the Beholder's eye rays. It's just a big bag of hit points with a 20' move speed and with a mediocre melee attack (1 attack/ round at +5 to hit doing an average of 14 damage). Everyone can outrun it because of that 20' move speed.</p><p></p><p>The Beholder only becomes genuinely that dangerous when it's dealing with enemies outside its anti-magic cone. Of course its optimal play is and has always been to divide and conquer, catching almost everyone in the cone so nerfing them - and then zapping the one target who isn't because they've positioned themselves well. Counterplay has been for the fighter to work to stay in the anti-magic field to avoid having to take multiple save-or-lose effects in a turn with at least four of the rays (fear, slowing, telekinetic, petrification) being effectively fight enders for a fighter in a one-on-one because they stop the fighter moving while the caster can still sling spells. Disadvantage on attack rolls isn't something casters care about of course.</p><p></p><p>So <em>even cherry-picking monsters</em> doesn't exactly help the fighter's cause here. Beholders are nasty foes but the fighter lacks the evasion options of literally any other class (even the barbarian is better off and anyone the beholder is seriously trying to kill will be outside the anti-magic effect. For that matter if the beholder is silly enough to try an anti-magic and bite combination on the wizard (which is the only way it has of hurting an anti-magicked target) the wizard simply steps out of the cone and blasts the beholder with a save-or-lose spell.</p><p></p><p></p><p></p><p>Fighters meanwhile suck only slightly less thanks to Indomitable as a per long rest ability.</p><p></p><p></p><p></p><p>Sucks to be a muggle. A mind controlled guard can and will let people in without signed documentation.</p><p></p><p></p><p></p><p>In short "Playing a level 20 fighter" is doing something wrong. This in't derailing the discussion.</p><p></p><p>And yes there is nothing realistic about D&D combat. But the way it is unrealistic in specific means that the fighter is unable to match the lethality of a real world guy with a shaped sharpened piece of metal.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8063887, member: 87792"] First, there's a bit of cherry picking going on there, picking one of the few monsters with anti-magic abilities. Second by using their abilities to evade the beholder; abilities the fighters simply don't have. Working from memory the Beholder has an excellent perception (+12) but has no ability to e.g. see invisible, merely darkvision. And it can't stop teleports past it. Third this is a Beholder. [I]The safest place when you have the misfortune to fight a beholder head on is always inside the anti-magic cone. [/I]Inside the anti-magic cone all the Beholder can do to you is bite. Inside the eye ray you are savagely nerfed - but you are safe from the Beholder's eye rays. It's just a big bag of hit points with a 20' move speed and with a mediocre melee attack (1 attack/ round at +5 to hit doing an average of 14 damage). Everyone can outrun it because of that 20' move speed. The Beholder only becomes genuinely that dangerous when it's dealing with enemies outside its anti-magic cone. Of course its optimal play is and has always been to divide and conquer, catching almost everyone in the cone so nerfing them - and then zapping the one target who isn't because they've positioned themselves well. Counterplay has been for the fighter to work to stay in the anti-magic field to avoid having to take multiple save-or-lose effects in a turn with at least four of the rays (fear, slowing, telekinetic, petrification) being effectively fight enders for a fighter in a one-on-one because they stop the fighter moving while the caster can still sling spells. Disadvantage on attack rolls isn't something casters care about of course. So [I]even cherry-picking monsters[/I] doesn't exactly help the fighter's cause here. Beholders are nasty foes but the fighter lacks the evasion options of literally any other class (even the barbarian is better off and anyone the beholder is seriously trying to kill will be outside the anti-magic effect. For that matter if the beholder is silly enough to try an anti-magic and bite combination on the wizard (which is the only way it has of hurting an anti-magicked target) the wizard simply steps out of the cone and blasts the beholder with a save-or-lose spell. Fighters meanwhile suck only slightly less thanks to Indomitable as a per long rest ability. Sucks to be a muggle. A mind controlled guard can and will let people in without signed documentation. In short "Playing a level 20 fighter" is doing something wrong. This in't derailing the discussion. And yes there is nothing realistic about D&D combat. But the way it is unrealistic in specific means that the fighter is unable to match the lethality of a real world guy with a shaped sharpened piece of metal. [/QUOTE]
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What is the vision of the high level fighter?
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