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What's your ideal Fighter damage ratio?
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<blockquote data-quote="A'koss" data-source="post: 6068895" data-attributes="member: 840"><p>I support what D&DN is trying to do now, even if the numbers need some work. At low levels your skill only plays a minor role gradually transitioning to high levels where the specific weapon plays very little role and your skill is what really matters. As I've touched on in other threads I really like this idea as it allows for the greatest flexibility in character concepts. This keeps all weapons as viable/attractive options at high levels instead of just a handful of the most damaging ones. A Riddick-style dagger fighter at high levels is nearly as lethal a greatsword wielding fighter. And as more attractive magic items become available your style can change (axe -> +1 longword -> dagger of soul stealing -> glaive of dragonslaying -> hammer of thunderbolts -> (Short) Sword of Kas...). All weapons become viable in your hands. This is why I don't want to see [2w], [3w]... boosts return, as they quickly make a lot of weapons unattractive.</p></blockquote><p></p>
[QUOTE="A'koss, post: 6068895, member: 840"] I support what D&DN is trying to do now, even if the numbers need some work. At low levels your skill only plays a minor role gradually transitioning to high levels where the specific weapon plays very little role and your skill is what really matters. As I've touched on in other threads I really like this idea as it allows for the greatest flexibility in character concepts. This keeps all weapons as viable/attractive options at high levels instead of just a handful of the most damaging ones. A Riddick-style dagger fighter at high levels is nearly as lethal a greatsword wielding fighter. And as more attractive magic items become available your style can change (axe -> +1 longword -> dagger of soul stealing -> glaive of dragonslaying -> hammer of thunderbolts -> (Short) Sword of Kas...). All weapons become viable in your hands. This is why I don't want to see [2w], [3w]... boosts return, as they quickly make a lot of weapons unattractive. [/QUOTE]
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What's your ideal Fighter damage ratio?
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