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Wrong facts about D&D3 combat?
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<blockquote data-quote="chriton227" data-source="post: 4633462" data-attributes="member: 33263"><p>This is closer to my experience too. Three characters that I've seen in games that stand out:</p><p></p><p>I had a mid-to-upper-teens duskblade that was a nightmare to track. He had the feat to allow him to burn spells for +1 to hit and +1d4 to damage per spell level, made frequent use of power attack at various levels, had both a bard and a cleric in the party so was under different buffs from round to round including haste, heroes feast, bardic music, etc., channeled spells through his weapon (usually Vampiric Touch which not only did damage but also gave him temp hit points), had a weapon crystal that gave him a to-hit bonus when he channeled spells, used a vampiric weapon that healed him when he hit, got 4 attacks per round (5 with haste), and could rapid cast spells to get another casting in on his turn. It wasn't uncommon for him to be throwing either a 10-die AoE or 3 4-die scorching rays on top of his weapon damage (1d12+1d6 vampiric+1d6 acid+1d6 electric+1-4d4 arcane strike+5-6d6vampiric touch+power attack+bardic music+misc), and a lot of the damage would have to be tracked separately because of damage resistances.</p><p></p><p>The other was my wife's character in a one-shot, an elven dervish. 7 attacks per round most of the time, 14 per round when using 1000 cuts, got full movement when attacking, used weapons that would crit on 15+, one weapon was a holy flame burst, the other was a </p><p>prismatic burst (roll on the prismatic spray chart on a crit). It could take quite a while to go through the whole process of plotting the movement to make sure she could use all the attacks against the targets she wanted in the right order, then "step, attack, damage, step, attack, damage, step, attack, crit damage, roll prismatic, replot the rest of the turn because the target just got sent to another plane, etc."</p><p></p><p>One game I ran had a half-giant psi-warrior/monk grapple/trip specialist. Even at fairly low levels that took a while, with flurry of blows, the opposed trip rolls, the freebie attacks on a trip that were inevitably used to start a grapple.</p><p></p><p>With a few exceptions, combat time started at 15-30 seconds per player turn at levels 1-5, but the time started increasing rapidly, especially once we got up towards level 15 and beyond, when greater dispels become opening attacks on both sides because every combatant has 4-8 spells on them at any given time.</p></blockquote><p></p>
[QUOTE="chriton227, post: 4633462, member: 33263"] This is closer to my experience too. Three characters that I've seen in games that stand out: I had a mid-to-upper-teens duskblade that was a nightmare to track. He had the feat to allow him to burn spells for +1 to hit and +1d4 to damage per spell level, made frequent use of power attack at various levels, had both a bard and a cleric in the party so was under different buffs from round to round including haste, heroes feast, bardic music, etc., channeled spells through his weapon (usually Vampiric Touch which not only did damage but also gave him temp hit points), had a weapon crystal that gave him a to-hit bonus when he channeled spells, used a vampiric weapon that healed him when he hit, got 4 attacks per round (5 with haste), and could rapid cast spells to get another casting in on his turn. It wasn't uncommon for him to be throwing either a 10-die AoE or 3 4-die scorching rays on top of his weapon damage (1d12+1d6 vampiric+1d6 acid+1d6 electric+1-4d4 arcane strike+5-6d6vampiric touch+power attack+bardic music+misc), and a lot of the damage would have to be tracked separately because of damage resistances. The other was my wife's character in a one-shot, an elven dervish. 7 attacks per round most of the time, 14 per round when using 1000 cuts, got full movement when attacking, used weapons that would crit on 15+, one weapon was a holy flame burst, the other was a prismatic burst (roll on the prismatic spray chart on a crit). It could take quite a while to go through the whole process of plotting the movement to make sure she could use all the attacks against the targets she wanted in the right order, then "step, attack, damage, step, attack, damage, step, attack, crit damage, roll prismatic, replot the rest of the turn because the target just got sent to another plane, etc." One game I ran had a half-giant psi-warrior/monk grapple/trip specialist. Even at fairly low levels that took a while, with flurry of blows, the opposed trip rolls, the freebie attacks on a trip that were inevitably used to start a grapple. With a few exceptions, combat time started at 15-30 seconds per player turn at levels 1-5, but the time started increasing rapidly, especially once we got up towards level 15 and beyond, when greater dispels become opening attacks on both sides because every combatant has 4-8 spells on them at any given time. [/QUOTE]
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