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Why be a 3.5 fighter?
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<blockquote data-quote="Nifft" data-source="post: 5361571" data-attributes="member: 6562"><p>You were trying to tell me that Fighters have an advantage over Barbarians, who get Light and Medium armor. If you weren't talking about Heavy armor, what was your point?</p><p></p><p> 1/ Wizards get more spells per day as they go up in level. Each of those spells gets more potent as they go up in level, and higher level spells tend to affect more opponents per action. Wizards are the definition of geometric power even if you only look at damage (which is the wrong way to look at them), since those 1.25 dice per level are applied to <strong>more enemies</strong> at a time as level increases.</p><p></p><p>"Spells that hold of or harass foes", like <em>grease</em> and <em>wall of ice</em>? How is <em>wall of ice</em> harder to pull off than <em>grease</em>? How is <em>maze</em> harder to pull off than <em>hold person</em>? (They're not. Higher level spells are just plain better than lower level spells.)</p><p></p><p>The problem is that Clerics, Druids & Wizards are Batman. They have all the awesome utility spells and they can -- with forethought and preparation -- overcome almost anything. The problem is that the point comes where they can also out-damage, out-survive, and potentially out-fight the characters who aren't Batman, which leaves no niche at all for the non-Batman PCs.</p><p></p><p> Wizards must contend with being a gun. Fighters must contend with bringing a knife to a wizard fight.</p><p></p><p> It sounds like you're saying that the Cleric's life is worth more than the Fighter's life, if spending all your actions to save the Cleric is the same as avoiding a TPK.</p><p></p><p> The Cleric can summon a meat-shield and let him play Fighter, plus the Cleric won't have to heal him after combat. Summoning spells become effective around 7th level. Druids are even better at this than Clerics or Wizards.</p><p></p><p>This is even more effective than usual when you're fighting things that destroy equipment (rust monster, bebelith), things that fight in annoying environments (aboleth), things that kill you for touching them (chaos beast), things that drain your stats (allip), things that poison you, or things that fly, swim, or are made of fire.</p><p></p><p>Wizards can <em>bind</em> planar critters for longer-term service, and Clerics can call a <em>planar ally</em>. This is like a free feat -- Leadership, the best feat in the game -- except it stacks with Leadership.</p><p></p><p>A single Druid's class feature (Animal Companion) is better at fighting than a Fighter at 1st level, and the Druid doesn't even have to pay to replace it if it dies.</p><p></p><p>- - -</p><p></p><p>To recap: at 1st level, a Fighter is worse than a Druid's wolf.</p><p></p><p>At 7th level, a Fighter is worse than a buffed Cleric.</p><p></p><p>That's the beginning and the end of your Fighter's effectiveness window, levels 2 through 6.</p></blockquote><p></p>
[QUOTE="Nifft, post: 5361571, member: 6562"] You were trying to tell me that Fighters have an advantage over Barbarians, who get Light and Medium armor. If you weren't talking about Heavy armor, what was your point? 1/ Wizards get more spells per day as they go up in level. Each of those spells gets more potent as they go up in level, and higher level spells tend to affect more opponents per action. Wizards are the definition of geometric power even if you only look at damage (which is the wrong way to look at them), since those 1.25 dice per level are applied to [b]more enemies[/b] at a time as level increases. "Spells that hold of or harass foes", like [i]grease[/i] and [i]wall of ice[/i]? How is [i]wall of ice[/i] harder to pull off than [i]grease[/i]? How is [i]maze[/i] harder to pull off than [i]hold person[/i]? (They're not. Higher level spells are just plain better than lower level spells.) The problem is that Clerics, Druids & Wizards are Batman. They have all the awesome utility spells and they can -- with forethought and preparation -- overcome almost anything. The problem is that the point comes where they can also out-damage, out-survive, and potentially out-fight the characters who aren't Batman, which leaves no niche at all for the non-Batman PCs. Wizards must contend with being a gun. Fighters must contend with bringing a knife to a wizard fight. It sounds like you're saying that the Cleric's life is worth more than the Fighter's life, if spending all your actions to save the Cleric is the same as avoiding a TPK. The Cleric can summon a meat-shield and let him play Fighter, plus the Cleric won't have to heal him after combat. Summoning spells become effective around 7th level. Druids are even better at this than Clerics or Wizards. This is even more effective than usual when you're fighting things that destroy equipment (rust monster, bebelith), things that fight in annoying environments (aboleth), things that kill you for touching them (chaos beast), things that drain your stats (allip), things that poison you, or things that fly, swim, or are made of fire. Wizards can [i]bind[/i] planar critters for longer-term service, and Clerics can call a [i]planar ally[/i]. This is like a free feat -- Leadership, the best feat in the game -- except it stacks with Leadership. A single Druid's class feature (Animal Companion) is better at fighting than a Fighter at 1st level, and the Druid doesn't even have to pay to replace it if it dies. - - - To recap: at 1st level, a Fighter is worse than a Druid's wolf. At 7th level, a Fighter is worse than a buffed Cleric. That's the beginning and the end of your Fighter's effectiveness window, levels 2 through 6. [/QUOTE]
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Why be a 3.5 fighter?
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