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What would be better build for a Swordsman?
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<blockquote data-quote="Willie the Duck" data-source="post: 8673398" data-attributes="member: 6799660"><p>Agreed. I can't tell if this requirement was protection against an abusive combination which never materialized, or just reinforcement of iconic character types/appealing to the TSR-era crowd (who were used to the limitations of the Thief class backstab). Regardless, it doesn't seem to be necessary. Taking the effort to MC into a class which grants the (non-longsword) non-SA-able weapons grants you extra damage to your SA... right on par with the opportunity cost of the dip. PAM or other massively-multiple attacks don't overly synergize with SA (other than an extra chance to get at least one hit, making sure you get the SA damage, which rogues already can do with 2wf). Neither does GWM and the -5/+10, as SA wants an assured hit more than it wants even more extra damage. </p><p></p><p>Perhaps that clause was written before SA was limited to once per turn, and the fear was that you would get the spam-attack builds of 3e (minus that SA didn't work on ~half the monsters in the MM). </p><p></p><p>Regardless, a fighter-rogue bandit with a club or dirty-fighting sentry with a polearm are wonderful themes that should be allowed, and if that works for the OPs swordsman as well, all the better.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8673398, member: 6799660"] Agreed. I can't tell if this requirement was protection against an abusive combination which never materialized, or just reinforcement of iconic character types/appealing to the TSR-era crowd (who were used to the limitations of the Thief class backstab). Regardless, it doesn't seem to be necessary. Taking the effort to MC into a class which grants the (non-longsword) non-SA-able weapons grants you extra damage to your SA... right on par with the opportunity cost of the dip. PAM or other massively-multiple attacks don't overly synergize with SA (other than an extra chance to get at least one hit, making sure you get the SA damage, which rogues already can do with 2wf). Neither does GWM and the -5/+10, as SA wants an assured hit more than it wants even more extra damage. Perhaps that clause was written before SA was limited to once per turn, and the fear was that you would get the spam-attack builds of 3e (minus that SA didn't work on ~half the monsters in the MM). Regardless, a fighter-rogue bandit with a club or dirty-fighting sentry with a polearm are wonderful themes that should be allowed, and if that works for the OPs swordsman as well, all the better. [/QUOTE]
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