The thing is, a level 20 fighter can be stopped by something so simple. Even if you give the fighter armor and a sword, a simple level 1 strix commoner with a Bow could kill you. A level 1 should NEVER be able to stop a level 20. Even a naked level 20 fighter is what, a cr 16-17 encounter? That can be stopped by a level 1? A level 20 caster is impossible to stop ar at level 1
What I find sad is that if you have a room with nothing but a 10 square foot pillar that is 30 ft tall with a level 1 kobold with a light crossbow and stook A naked level 20 fighter and a naked level 20 sorcerer, the ffighter would actually die... (unless he can climb smooth verticle surfaces...). The fighter can literally be defeated by something as mundane as a pillar. .. at level 20... THAT is what is sad...
RDM42 wrote: Problem with mathematical analysis in this case is that you have to make an awful lot of starting assumptions about a given campaign that may not be true, from what the opponent mix will consist of, to wealth availability, to environmental hazards ... It's somewhat like predicting the weather, it's really hard to get enough data to truly do it in more than general terms. You can't answer that question that definitively for every starting set of assumptions. Wealth availability is determined by WBL chart... Anything less hurts the martials EVEN MORE (see any arguement of anything requiring martials yo do something other than hit things i.e. "i got boots of flying ") For enemies you look at average capabilities for monsters at a given CR. Also you simply look at how many things the Classes are ahut down by. For instance, the list of things that completely ahut down a.caster is significantly smaller than that of a Melee Martial. Environmental hazards are often not mentioned because casters are so much better at handling them. Bad Weather? Control Weather. Cold/hot? Endure elements. Boulder in thw way? Stone Shape. Need to rest? Rope Trick... the one area martials can DEFINETELY NOT compete in iS out of combat stuff...
Anzyr wrote:
I meant 4 alchemists... You got the Beastmorph/vivisectionist for melee support Bomber AlcheMist for CC and damage Mindchemist for knowledge monkey and buff bot (primary infusionist) And maybe a Crypt Breaker for rogur coverage (trapfinding is nice to have)
Renown needs to be better than A certain primadonna bard archetype ability
bookrat wrote:
Why not both?
Beast Bond Witch i found works REALLY GOOD as a scout. . You dont care if your ffamiliar dies (yay magic jar at will now!) AND with the hex Beast Eyes or whatevs you can constantly bounce from animal to animal to "scout" an area commpletely undetected... Oh and slumber hex is amazing for eliminating guards silently :p
So a lot of people are talking about "you dont need a fighter, druid works better" and stuff like that. So I am curious, what would you say is the strongest or most well rounded 4 man party. Basic assumptions:
So lets have fun! Personally I believe a Master Summoner, First Worlder, Synthesist Summoner, and Investigator are fairly strong and capable of covering everything. Also, the Investigator has a high int and lots of skill points so he can easily cover the skill monkey and can grab infusion to help buff/ooc heal the summoners.
Its not just "adding numbers". Its allowing something OTHER than "i full attack " which is another issu many people complain about. You can Literally make a basic bot do eeverything you do in combat now becausr it is so basic. Allowing things like Spring Attack and Vital strike actually allows for som. Dynamic combat and allows for interesting positioning and such
Well out of combat is kind of a seperate beast, I am looking at the issue of many martials being boring because anything oyher than looking like Rock em Sock em robots full attacking is horrid (vital strike just sucks becausr it looks like it should interact with spring attack.,, but does not.). This would allow mobile fighting and make more dynamic combat
Well in parallel is also the issue of martials being... well... boring. Having a turn that consists of "i full attack... pass" Is dull. Allowing say "ook Ill do a Spring attack to move, trip the guy with my staff, then as he falls, triggermy felling smash to AoO him and then move toward the other guy" or "I Iajutsu strike with vital strike and cleave" is cool.
So with all the martial debates going on, i was browsing feats and stuff and i started thinking... so many of these feats and class abilities are limited to their own specific action. For example, Vital Strike, Spring Attack, Cleave. Iajutsu Strike, ect. Now I am no guru on how certain things could affect game balance and such but I was wondering, would allowing these abilities to stack be unbalancing or actually good for the game? For instance, if you allowed Cleave, Vital Strike, and spring attack to stack you could do almost a weakened full attack n the go but also hit every adjecent enemy to the main enemy. This may seem powerful but it is rediculously feat intensive (dodge, mobility, spring attack, cleave, vital strike, greater cleave). By consequence though, it allows the fighters rediculous wall of feats do something actually cool Since he can afford all those feats. What do you all think? Should they errata or whatever all these abilities to allow them to stack or is it too op?
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