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<blockquote data-quote="Zardnaar" data-source="post: 7444606" data-attributes="member: 6716779"><p>No but it depends on how you build your PC and if what you give up from level 11 are worth the other benefits you get. For example a fighter gets a 3rd attack at level 11 but you might have a MC looking something like Fighter 6/Ranger4/Rogue4.</p><p></p><p>So you miss out on that 3rd attack but replace it with 2d6 sneak attack and hunter ranger abilities which can be an extra dice of damage or an extra attack so your trade ff is not that bad and you don't miss out on any ASI relative to most classes (single class fighter maybe).</p><p></p><p> Fighter 12/Rogue 8 works well as well sure you miss out on the 4th attack at level 20 but you get 7 levels of other stuff to make up for it. Picking up a Paladin aura for example might be worth the loss of an extra attack. I regard the warrior default as 2 attacks, 3 if your a level 11 fighter and the 4th attack at level 20 theory crafting 99% of the time. I'm not a fan of builds that come online late and expect them to be playable from level 1. </p><p></p><p> I feel I miss out if I give up a 2nd attack as a warrior unless its a sneak attack build or if I am building around Greenblame Blade abuse. Depends if dice rolling is allowed and if you roll decent stats which enable some builds more than others like a beat down Mountain Dwarf Sorcerer or a beat down arcane cleric. Some builds are a bit more MAD than others, you don't need a 20 at level 1 but 2 14s and 2 16s help a lot and are probably less powerful than a XYZ whatever with 20 at level 1 which I have seen. You can key a few things of charisma and wisdom reducing MAD.</p><p></p><p> Its not always about min/maxing the most power either sometimes its just to enable a concept the core rules doesn't work very well with such as arcane gish PCs. Hence why things like Bladesingers and Hexblades have been made I suppose. Or you like thing outside the box like a plate armor wearing Rogue that can enable sneak attacks without having to rely on other party members.</p><p></p><p> Generally (non splash MCing)</p><p></p><p>Charisma based spellcasters MC well together (Warlock, Sorcerer, Bards, Paladins)</p><p>Martial types MC well together esp Fighters, Rogues, Rangers and Paladins.</p><p>Non charisma spellcasters do not play nice together (Cleric/Wizards, Druid/Clerics, Sorcerer/Wizards and Druid/Wizards).</p><p>The 1/3rd and 1/2 casters can mix it up with primary casters</p><p></p><p> You don't need the highest damage in the world just don't crater it or trip over to many bonus actions type builds. SOme things we have found out how to do.</p><p></p><p>Keying physical attacks off wisdom and charisma.</p><p>Keying arcane spells off wisdom</p><p>Keying physical attacks off charisma without using Hexblade (via 3pp)</p><p></p><p> Paladin keying everything off charisma is kind of funny using polearm master and using a staff to do it.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7444606, member: 6716779"] No but it depends on how you build your PC and if what you give up from level 11 are worth the other benefits you get. For example a fighter gets a 3rd attack at level 11 but you might have a MC looking something like Fighter 6/Ranger4/Rogue4. So you miss out on that 3rd attack but replace it with 2d6 sneak attack and hunter ranger abilities which can be an extra dice of damage or an extra attack so your trade ff is not that bad and you don't miss out on any ASI relative to most classes (single class fighter maybe). Fighter 12/Rogue 8 works well as well sure you miss out on the 4th attack at level 20 but you get 7 levels of other stuff to make up for it. Picking up a Paladin aura for example might be worth the loss of an extra attack. I regard the warrior default as 2 attacks, 3 if your a level 11 fighter and the 4th attack at level 20 theory crafting 99% of the time. I'm not a fan of builds that come online late and expect them to be playable from level 1. I feel I miss out if I give up a 2nd attack as a warrior unless its a sneak attack build or if I am building around Greenblame Blade abuse. Depends if dice rolling is allowed and if you roll decent stats which enable some builds more than others like a beat down Mountain Dwarf Sorcerer or a beat down arcane cleric. Some builds are a bit more MAD than others, you don't need a 20 at level 1 but 2 14s and 2 16s help a lot and are probably less powerful than a XYZ whatever with 20 at level 1 which I have seen. You can key a few things of charisma and wisdom reducing MAD. Its not always about min/maxing the most power either sometimes its just to enable a concept the core rules doesn't work very well with such as arcane gish PCs. Hence why things like Bladesingers and Hexblades have been made I suppose. Or you like thing outside the box like a plate armor wearing Rogue that can enable sneak attacks without having to rely on other party members. Generally (non splash MCing) Charisma based spellcasters MC well together (Warlock, Sorcerer, Bards, Paladins) Martial types MC well together esp Fighters, Rogues, Rangers and Paladins. Non charisma spellcasters do not play nice together (Cleric/Wizards, Druid/Clerics, Sorcerer/Wizards and Druid/Wizards). The 1/3rd and 1/2 casters can mix it up with primary casters You don't need the highest damage in the world just don't crater it or trip over to many bonus actions type builds. SOme things we have found out how to do. Keying physical attacks off wisdom and charisma. Keying arcane spells off wisdom Keying physical attacks off charisma without using Hexblade (via 3pp) Paladin keying everything off charisma is kind of funny using polearm master and using a staff to do it. [/QUOTE]
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