Why don't fighters / rogues / etc get "epic" at high levels?


Pathfinder First Edition General Discussion

551 to 574 of 574 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Paizo Glitterati Robot

Removed some posts and the posts quoting/in response. Edition warring/baiting isn't something we're OK with here.


I don't remember if anybody has suggested this, but what if Fighters got Combat Expertise as a bonus feat at 1st level without having to meet the prerequisite? That would give them a little bit more versatility, and make it a little easier for those who want to go for the quick, lightly armored type. A skilled fighter should be able to fight with any kind of armor, even none at all.


Personally, I want Deadly Aim, Power Attack, and Combat Expertise to both be uncapped and part of the BAB mechanics.


As much as I like the idea of things like Deadly Aim, Power Attack, and Combat Expertise to be part of the BAB mechanics, I fear what MTG calls "Complexity creep". Making to many "remember to use this when appropriate" effects part of the base rules I fear will cause unwanted confusion and loss of clarity. Though I do wish feats weren't taxes on things that amount to "Swing hard at the expense of accuracy."


Anzyr wrote:
As much as I like the idea of things like Deadly Aim, Power Attack, and Combat Expertise to be part of the BAB mechanics, I fear what MTG calls "Complexity creep". Making to many "remember to use this when appropriate" effects part of the base rules I fear will cause unwanted confusion and loss of clarity. Though I do wish feats weren't taxes on things that amount to "Swing hard at the expense of accuracy."

Considering how ALL combat maneuvers are part of the base rules, I think we are well past that point already.


Marcus Robert Hosler wrote:
Anzyr wrote:
As much as I like the idea of things like Deadly Aim, Power Attack, and Combat Expertise to be part of the BAB mechanics, I fear what MTG calls "Complexity creep". Making to many "remember to use this when appropriate" effects part of the base rules I fear will cause unwanted confusion and loss of clarity. Though I do wish feats weren't taxes on things that amount to "Swing hard at the expense of accuracy."
Considering how ALL combat maneuvers are part of the base rules, I think we are well past that point already.

I admit... that is true.


Anzyr wrote:
Marcus Robert Hosler wrote:
Anzyr wrote:
As much as I like the idea of things like Deadly Aim, Power Attack, and Combat Expertise to be part of the BAB mechanics, I fear what MTG calls "Complexity creep". Making to many "remember to use this when appropriate" effects part of the base rules I fear will cause unwanted confusion and loss of clarity. Though I do wish feats weren't taxes on things that amount to "Swing hard at the expense of accuracy."
Considering how ALL combat maneuvers are part of the base rules, I think we are well past that point already.
I admit... that is true.

Also... Just having Power Attack is actually less complex than needing a feat for Power Attack. At least you don't to pay a pointless tax and figure out a way to make it fit into your build.

It's more obvious with Combat Expertise, since most martials would want PA anyway... Combat Expertise sucks... Should I get in order to try to get something cool later, even if I plan to never use CE itself? Is it worth the feat slot? At what level should I take it?

Lots of questions... If you just add CE to "stuff characters can do", then the payers no longer need to worry about fitting CE into their build. Feat selection and character build suddenly becomes a whole lot easier, and martials got a nice buff.

Remove the rule that says that maneuvers provoke AoO and martials now have actual options in combat without having to pay a pointless, unnecessary and unfun feat tax... And the game became a whole lot simpler as well!


Marcus Robert Hosler wrote:
Our fighter has to worry about at most 8 melee attacks per turn and then some d8s and d6s from arrows. The damage rate is slow enough that said fighter could drink a potion every so many dozens of rounds and be just fine.

What do you mean with "some" d8s? A light crossbow has a max range of 800 ft., and with only Inspire Courage from a 1st level bard (which the army ought to have) deals 1.96 average damage (after accounting for crits and DR 5/-).

With a max range of 800ft., that's an area of 80 000 squares (or 46 acres). Assuming only 600 crossbowmen within that, and not considering any other missile weapons, you're looking at an average of 60 damage per round only from 1st level commoners with ordinary light crossbows. Meanwhile your killing rate isn't near enough to cut them down before they shoot you down. And pray to god their crossbowmen don't have deadly aim, or the damage jumps to 105 damage per round.
Sure, potions, but every round you're drinking a potion is a round you're not killing people. And again, this is just 1st level standard soldiers we're talking about.

(And meanwhile, a summoner could just chill around invisible and a few hundred feet up into the air and let their summoned devas and ghaeles auto-kill a scores each round)


Malaclypse wrote:
Flawed wrote:
So until fighters can fly, go invisible, plane shift, teleport they'll be a sub par class.

Yes.

Flawed wrote:
Got it.

I am afraid your self-assessment is overly optimistic at this point, since

Flawed wrote:
Fighters will never be good because they have to be casters first.
No, they don't. They should be able to do those things as fighters because their opposition, the monsters they are expected to fight at level 20, can do those things and more.

And at level 20 a fighter has 880,000 WBL in items to deal with the abilities his adversaries will have. Spend your money wisely and you do just fine.


WBL still doesn't fix the Fighters problem. He has to spend most of his money just to stay relevant. This issue is shared by all martial classes, of course, but Fighters take it harder than most.


1 person marked this as a favorite.
Flawed wrote:
And at level 20 a fighter has 880,000 WBL in items to deal with the abilities his adversaries will have. Spend your money wisely and you do just fine.

Being completely dependent on gear worth more than the networth of some nations isn't necessarily a good thing. It kinda amuses me how Fighters are more boned than full casters in an Anti-Magic Field because at least the caster probably made the spellcraft check to see it coming.


EvilPaladin wrote:
Flawed wrote:
EvilPaladin wrote:
Flawed wrote:

This logic is broken right from the start.

A low level fighter can hit an enemy pretty damn hard.

A low level wizard can cast a spell.

A high level wizard can cast a spell better than they could at level one.

A high level fighter can hit an enemy harder than they could at level one.

Not entirely accurate. Its more like this:

At low level, a Fighter can hit an enemy hard and do damage to them until they die.

At low level, a Wizard can cast a spell that does damage to them, a spell that knocks them out, a spell that makes the fighter hit the enemy harder, or can [this is 3rd level and beyond], rip extradimensional holes in the floor under the enemy.

At high level, a Fighter can hit someone incredibly hard 4 or 5[or 6 or 7] times, doing lots of damage until they die.

At high level, a Wizard can cast a spell that can Sandwich the enemy between 2 conjured boulders, Scream People to death, or make acid erupt from his flesh and melt his enemies.

This isn't even trying any of the downtime Wish+Blood Money shenanigans, and is all direct damage. Its not "casting a spell better than what you cast at low-levels" its "casting a different, more powerful spell". The only times you are casting a spell better than before are when you are using Metamagic Feats, and there are virtually no low-level spells that are genuinely worth getting Metamagic'd up to a 9th level slot.

Differentiating between spell effects makes no difference. A caster can cast spells. As they gain levels they can cast spells better. They fail less casting
...

Fighters can bull rush, grapple, sunder, disarm, trip, attack, defend, take attacks on themselves, block magic with a shield, deflect magic back at a caster with a shield, hide in plain sight in bright or normal light, any other effect they can receive through feats. Feats are limited and bound where spells are versatile and can be changed. This goes right back to the tools available to the class. Spells are the best tool in the game and are the cause of things being broken. Make spells weaker, and limit the schools caster gain access to. There's no reason any divine caster should be getting spells outside the sphere of their god. Arcane casters should be heavily restricted by the sheer number of spells available and the powers to be in tune with. If a wizard had to choose 4 schools and lose all access to other schools or suffer some reduced spell progression or number per day to access more things would be very different in terms of balance and versatility.

It's also the mechanics of spells. Why do you get more spells for having a high stat? Shouldn't a fighter then get more attacks or feats based on a high stat? Maybe fighters should have a pool of feats they automatically gain if their stats hit certain markers?


swoosh wrote:
Arachnofiend wrote:
Because martials are balanced like Pathfinder is Lord of the Rings and casters are balanced like Pathfinder is ancient mythology.
First, I don't want this to be a caster vs martial thread.

Too late, the moment you asked that question, that's the ONLY answer you will get. Simply because THAT'S what's the issue. There are two sets of balances.

And it's not so much versus as what rule systems that 3.x uses. The basic system in Combat, Exploration, Skills and Feats are all tied together and work for everything and everyone. From the Fighter to the Rogue to Monsters, Orcs and Giants and Dragons, everything in the Pathfinder RPG uses BAB, AC, CMD/CMB and Hit Points.

However, the moment you look at the magic section, you get well over one hundred new rule blocks that are mostly exclusionary, that scale up in power in terms of ability and damage (When a 20D6 damage Fireball which still means damage on a failed 'save' is considered a bad option, you know something's up with the scaling of power) and almost always function (Saving Throws are a resistance, not a Caster failure) that's a different power level all together. Even spells can bypass a lot of those basic mechanics and attack the non-scaling stats, like Strength or Constitution.

And worse, only a select few get access to the full capacity of Magic (both classes and monsters) it widens the power disparity even more.

So no. We cannot separate the fact that the game (and by game I mean D&D in general) has two separate mechanical systems that are at odds with each other.

swoosh wrote:
I understand the LoTR thing, but LotR ends at level 6 or so... everything past that is way beyond the scope of that setting. A level 20 fighter, theoretically, is way beyond the scope of most high fantasy fiction in general.

The Level 20 Fighter isn't beyond the scope of most Fantasy Fiction, because all he does is attack maybe 5-10 times with x amount of seconds. Often at a penalty to do more damage (Power Attack is pretty much mandatory, because otherwise you're limited to Strength Bonus+Magic Weapon Bonus+Feats, which still does less than 30 points of damage on average per swing) and often the only attacks that can regularly connect out of the 5-10 swings are the first two. And rarely does he be able to fell a foe of 'lesser' power than he (unless the monster in question is level 4 or less, and even then, some monsters that's iffy. And this is a Level 20 Fighter against level 4. Unless Power Attack comes into play, and even then, the Fighter will miss more often, or do significantly less damage per blow.)

Most Fantasy Fiction Fighters slay most foes they face in one strike, and often faster than the Fantasy Fiction Wizard (whether Ally or Enemy) can cast. Either they are able to slay the Evil Wizard and save the Sacrifice, or if they Wizard is an ally, allows the Wizard to complete his spell by killing and slowing the oncoming army. They also often slay several tens of foes per minute this way. Most D&D Fighters never got to kill more than 1 per minute in the older editions.


Lemmy wrote:


WBL still doesn't fix the Fighters problem. He has to spend most of his money just to stay relevant. This issue is shared by all martial classes, of course, but Fighters take it harder than most.

Yet WBL is factored into the CR system to help balance it. It's assumed you are spending wealth to overcome challenges. Wizards also spend WBL to expand their spell books or just to buy a spell book or three to hold the limitless number of spells some people think every caster has.

chaoseffect wrote:
Flawed wrote:
And at level 20 a fighter has 880,000 WBL in items to deal with the abilities his adversaries will have. Spend your money wisely and you do just fine.
Being completely dependent on gear worth more than the networth of some nations isn't necessarily a good thing. It kinda amuses me how Fighters are more boned than full casters in an Anti-Magic Field because at least the caster probably made the spellcraft check to see it coming.

A level 20 caster isn't completely dependent on gear worth more than the net worth of a small nation? What games do you guys play in? Why can't the fighter have ranks in Spellcraft? I've played fighters with ranks in spell craft that made magic items.


1 person marked this as a favorite.

Kind of a waste honestly since the only way for a Fighter to make magic items is to take Master Craftsman, which lets you substitute another Craft skill rank in place of Spellcraft.

Also, a Wizard doesn't need all of his WBL to buy a ton of spells.

A Blessed Book takes care of most of the scribing costs AND space costs, for fairly cheap.

Martial necessary magic items (especially magic weapons) take up a gigantic chunk of their WBL at most levels, on top of which they need items like Winged Boots to even stay relevant.

The problem with WBL as a "balancer" is a martial character needs to spend WBL to shore up his weaknesses and get worse versions of stuff a caster can get for free, but a caster really only needs to buy things that make their strengths stronger.

RPG Superstar 2012 Top 16

2 people marked this as a favorite.

Actually, casters generally get things that increase their versatility and options, because they've got power and weaknesses covered with their spells.

This is why they start rapidly intruding on the jobs of other classes. All a caster needs to be more powerful...is more spells. And unlike feats and skill points, there's tons of ways to get this kind of thing.

==Aelryinth


Notes I've made as a GM:

At high levels just make it rain so much gear people barely even notice their class features.

Fighter: "What do you mean narrative power?", he says while drawing his third luck blade of the day.


1 person marked this as a favorite.
Lemmy wrote:

It's more obvious with Combat Expertise, since most martials would want PA anyway... Combat Expertise sucks... Should I get in order to try to get something cool later, even if I plan to never use CE itself? Is it worth the feat slot? At what level should I take it?

Lots of questions... If you just add CE to "stuff characters can do", then the payers no longer need to worry about fitting CE into their build. Feat selection and character build suddenly becomes a whole lot easier, and martials got a nice buff.

Not to mention that if we're worried about adding options, I don't see any reason why Combat Expertise and fighting defensively need to be separate rules anyway.


Rynjin wrote:

Kind of a waste honestly since the only way for a Fighter to make magic items is to take Master Craftsman, which lets you substitute another Craft skill rank in place of Spellcraft.

Also, a Wizard doesn't need all of his WBL to buy a ton of spells.

A Blessed Book takes care of most of the scribing costs AND space costs, for fairly cheap.

Martial necessary magic items (especially magic weapons) take up a gigantic chunk of their WBL at most levels, on top of which they need items like Winged Boots to even stay relevant.

The problem with WBL as a "balancer" is a martial character needs to spend WBL to shore up his weaknesses and get worse versions of stuff a caster can get for free, but a caster really only needs to buy things that make their strengths stronger.

The only requirement of item creation feats is having a caster level. A trait can do this for you. A fighter can just as easily take ranks in Spellcraft and create magic items without having spell requirements and still make the DC's. No master craftsmen needed.

The arguments people like to make are that casters can have unlimited versatility because of spells. Having every spell for unlimited versatility requires many pages and many gold pieces. If this is still a problem for casters to have such versatility then change spells and their rule systems which are the thing that is broken. Disallow the option to not fill your spell slots at the start of the adventuring day and spend time later to get around situations. Martials don't get to have some amorphous material that they can spend 15 minutes studying to become any tool they need to beat some scenario so why should spells allow this. Certain freedoms were granted to casters that cause spells to further be broken including GMs that let casters study at intervals throughout the day unimpeded. This was similar to another thread where wizards were compared to rogues for efforts in climbing. Spider climb wins, but you had to spend 15 minutes studying to get it. In those 15 minutes the rogue scaled the walls, dropped a rope to his allies, and the party is now 14 minutes further into the dungeon waiting for the wizard to catch up.

Martials can have a variety of attack options. Rangers make good switch hitters, barbarians can acquire wings. Fighters have enough feats to be switch hitters as well. Winged boots aren't "needed" they just help a character to focus more narrowly on a single attack option. I've run a few campaigns to 17+ and still haven't seen a martial spend money on those boots or any real means of flight beyond a wand, potion, or the occasional celestial armor option. Then there's celestial armor and celestial shield combo that grants overland flight for 7 hours of the adventuring day. I've also never seen a +10 weapon. I don't think anyone is foolish enough to spend 200,000 GP on a weapon. 50,000 GP to overcome all DR with a +5 enhancement is pretty much all you need. Mix in a few other mods and you're more than fine. Then again with a trait you can take item creation feats and craft a +10 weapon for 100,000 GP if the campaign has the time.

Like I've said before it's the tools of the class that causes discrepancy. You don't need to change the class just change the tools. Make spells weaker in some sense either through increased casting time, more limited spell slots, decreased range forcing casters to be closer to melee which means having a meat shield is more necessary, multiple stats to determine spell effectiveness like a stat to determine spells per day and another to determine potency. Then increase the tools of martials by making magic weapons cheaper as 100,000 GP for a +10 is still a large portion of money for a high level character and add more enhancements that can compete with casters like a spell Sundering/parrying option that let's martials avoid more magical effects. Create a Steel Mind enchantment that gives an enhancement bonus to will saves equal to the enhancement bonus of your weapon.

Every class has weaknesses. Using a limited resource to shore up a weakness does not remove the weakness it only temporarily mitigates it.


Chengar Qordath wrote:
Lemmy wrote:

It's more obvious with Combat Expertise, since most martials would want PA anyway... Combat Expertise sucks... Should I get in order to try to get something cool later, even if I plan to never use CE itself? Is it worth the feat slot? At what level should I take it?

Lots of questions... If you just add CE to "stuff characters can do", then the payers no longer need to worry about fitting CE into their build. Feat selection and character build suddenly becomes a whole lot easier, and martials got a nice buff.

Not to mention that if we're worried about adding options, I don't see any reason why Combat Expertise and fighting defensively need to be separate rules anyway.

But if there is no combat expertise then improved trip would not have a totally unrelated prerequisite!

551 to 574 of 574 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Why don't fighters / rogues / etc get "epic" at high levels? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion