Class Performance in High Level Combat - Some Opinions After Playtesting


Races & Classes


Inspired by Virgil's high level playtesting, I tried some as well, focusing solely on combat. I calculated that a sole 15th level character has a APL of 11 and then made several EL 11 fights to run each class through. Having finished testing three combats, here are my opinions...

7 Wraiths
Fighter 15: A ghost touch weapon is a necessity. Armor training is negated - bleh. The fighter can withstand the storm of draining touchs. If the wraiths had fly-by attack, the fighter would definitely need a means of flying to keep up with his mobile adversaries.
Wizard 15: Undeath to death wins this fight. If the wizard doesn't win initiative, he MIGHT have to endure some drains depending on what he's prepared beforehand - a potentially deadly situation.
Paladin 15: Same as the fighter, but the paladin has no armor training to negate and he can also channel positive energy to damage the wraiths - not as good as a cleric, but preferable to making potentially wasted attacks if he doesn't have a ghost touch weapon.
Rogue 15: This battle can swing. A rogue with max ranks in UMD can utilize divine spell scrolls and therefore conceivably use Undeath to Death to finish this fight fast (more likely he'll just eliminate five of the wraiths). Otherwise, he might endure several drains before winning if he has maxed his AC - totally okay. Just like a fighter, one of his class features is negated (sneak attack). Having a ghost touch weapon makes this fight more beatable.
Sorcerer 15: Same as the wizard, except Undeath to Death is probably not one of the most useful spell choices a sorcerer can make.
Cleric Level 15: Undeath to Death. With his good Fortitude save, he can weather the wraiths' drains if he has to.
Druid Level 15: The druid has a savior in the form of Sunburst. The only problem with using Sunburst is that the druid is using his 8th level spell slot for the day.
Barbarian 15: Same as the fighter except one of his class abilities (armor training) isn't rendered useless.

1 Treant, 2 Tendriculous, and 2 Shambling Mounds
Fighter 15: With the treant animating trees, the fighter is facing 7 opponents total - all of which are just as HP heavy as the fighter and have brutal melee full attacks. Fortunately, armor training gives the fighter an awesome AC which makes him practically unhittable. Power Attack also helps deal with the huge HP scores. Nevertheless, a ring of freedom of movement, boots of speed, and means of flying make this battle more secure.
Wizard 15: Fly and spam spells. This is an easy fight for the wizard.
Paladin 15: Same as the fighter but his situation is more grim. He doesn't have as nearly good an AC so he needs the above magic items (ring of freedom of movement, boots of speed, means of flying) more than the fighter.
Rogue 15: The rogue COULD max out his AC and blink tank his way through this fight. Alternatively, he can UMD a Blasphemy scroll and take out the treant and shambling mounds out of the fight. The tendriculous are still a problem though so the rogue needs to bring a club. Like the fighter, a ring of freedom of movement, boots of speed, and means of flying make this fight more secure. The fact that sneak attacks are usless in this fight sucks.
Sorcerer 15: Same as the wizard.
Cleric Level 15: Dictum or Blasphemy will win this fight - Blasphemy especially.
Druid Level 15: Antilife Shell or wildshape for flight and retain spellcasting with Natural Spell. Spam away.
Barbarian 15: Same as the paladin except the barbarian can totally go nova and improve his odds by using Powerful Blow with Power Attack whenever he has the opportunity given the opponents' ACs are only 16 and 20.

2 Efreeti and 1 Erinyes Devil
Fighter 15: The fighter's low will save plus erinyes' charm monster makes the fighter likely to lose this round in the first round. With the erineyes asking the efreets for wishes, the fighter's chances for winning this fight are heavily weighed on getting initiative and destroying the erinyes. The low HP scores of the efreet make easy prey.
Wizard 15: Banishment wins this fight BUT the erineyes can simply wish herself and her companions back. The wizard should destroy the erinyes first and then banish the efreets. The wizard's good Will save minimize its chances of being charmed.
Paladin 15: The paladin is built for these opponents. His divine grace, smite evil, aura of faith, divine bond, and spells make him defensively and offensively potent. He still needs to defeat the erinye first but it isn't as desperate as in the fighter's case.
Rogue 15: You can UMD your way out of this situation but a rogue also has the option of feinting the erinyes and hitting with a sneak attack. It's just not the best option - seriously UMD your way out of this.
Sorcerer 15: Same as wizard.
Cleric Level 15: Same as wizard. A cleric casting banishment is far better off than any other spellcaster since he needs a sixth level spell slot to pull off this trick.
Druid Level 15: Wildshape for pounce and maul that erinyes. The druid doesn't need any real strategy to take out the low HP efreet.
Barbarian 15: The barbarian with Clear Mind is better prepared against the erinyes' charm monster ability. Otherwise, his situation is similar to that of the fighter.

Overall Opinions So Far: Fighters, barbarians, paladins, and rogues are still really gear-dependent. I don't like this. Also, if spellcasters prepare (or have) the right spells, they can turn fights into cakewalks. I recommend giving non-spellcasters the spell-like abilities they need at high levels (FLIGHT) automatically while not really improving or nerfing spellcasters (since most of thier potency came from preparing the right spells).

I'll run some more tests and see how things go.

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I'm bummed to see the rogue always having to resort to UMD. I often play rogues and if I wanted to UMD all the time, I'd play a wizard.

Liberty's Edge

Pretty sure that all of the plant creatures you mention should be sneak attackable. The design philosophy really seems to suggest that non-sneak-vulnerable creatures should be a rarity.


Comparing classes in single combat makes little sense to me. D&D is a team game, and the strengths of some classes depend on this. A rogue, for example, can use his sneak attack when paired with a fighter.

Using fully rested character for each fight and only checking who wins instead of how much resources were used up screws up the comparison. A wizard that uses up all his spells is SUPPOSED to win a fight that a lone fighter couldn't handle. The expendable resources (spells, potions, scrolls) are the ace up the party's sleeve, meant to help them when planning or luck fail and defeat is imminent. It's a last resort, though - the equivalent of an extra life, a smartbomb, a savegame. You cannot play a whole game just with this single ace, but have to rely on you other cards, too.

RPG Superstar 2009 Top 32

The idea behind comparing single classes is that it's actually capable of showing what a single class can do. There are an immense number of variables in a party of four, and keeping track of it all is borderline intractable. Then there's the fact that the party as a whole functions identically when balanced or when half is underpowered and the other half's overpowered, thus not actually showing us a real problem when there actually is one.

Now, it is true that some classes are team-oriented, such as the bard. Just lower their level by two, and then have them do the fights as a pair to see what happens.

In retrospect, maybe I should consider the martial classes 'team' classes, in the same ranks of the bard. I should experiment with fighter duos and see what happens.

It's alright for a wizard to have aces up his sleeve, but not the fighter? That sounds like a tactical deficiency to me. Having sole reliance on one or two ace's in a day can cause trouble, but when you have a party of four you result in four to eight aces; which can most certainly carry you through most days.


Virgil wrote:
It's alright for a wizard to have aces up his sleeve, but not the fighter?

IMHO it's perfectly fine, as the fighter carries the "normal" hand, while the wizard's powers are only called upon in times of dire need.

Compare it to two miners, one with a pick, one with explosives. Comparing the power of explosives to the power of the pick is pointless - you need both to build a mine.
Or an army with nuclear weapons and infantry. Of course the nuclear weapons are more powerful compared on a one-on-one basis. But we've experienced that nuclear weapons didn't make infantry obsolete, as you still need a way to deal with problems that don't justify the use of a nuke.

What's much more threatening to the fighter-vs-wizard-balance IMHO are the at-will damage dealing powers of some wizard schools. THAT's something that can make the fighter/rogue obsolete, if it proves too powerful, as it takes away the problem of strictly limited resources.
The wizard has always been great at defense, as long as he could use his spells (Stoneskin, Levitate/Fly/Overland Flight, Improved Invisibility) etc. But he often lacked long-lasting offensive capabilities to really make use of that. It's fine to be immune to melee grunts for a day. But when the only thing you can do to them after the first fight is fire at them with a crossbow... you wish yourself a good, strong fighter buddy.

Being able to do even just 5-20 points of damage each round for free changes that.


Evil_Wizards wrote:
What's much more threatening to the fighter-vs-wizard-balance IMHO are the at-will damage dealing powers of some wizard schools. THAT's something that can make the fighter/rogue obsolete, if it proves too powerful, as it takes away the problem of strictly limited resources.

Most of the at-will damage powers do less damage then the same given out by a fighter's attacks at the same level. This is especially true since they can't funnel things like Power Attack through them. Also, most Combat Feats are useless with them (Dodge and Mobility are still nice).

I do need to second the nomination that the one-on-one playtests are mostly pointless. In the game, there are maybe two standard base clases and four basic classes overall that can dive into a dungeon crawl alone and have the skills needed for survival, and in their cases they're running into such limitations to their uses of their abilities that it'd better be a short dungeon crawl.

Another of my issues here is that, for instance, while the Rogue is sucking against several of the monster types (requires Ghost Touch for wraiths, needs some serious dodge and mobility upgrades for the plant fight, etc.), the Rogue is the only one outfitted with all the vital "corridor-sweep" abilities to get through the dungeon. The Druid and Ranger are generally vital in "forest dungeons". The Bard and Urban Ranger are must-haves for "urban dungeons". In each of these cases, you're looking at classes that have traditionally been given the shaft (with the exception of a good wild-shaper Druid).

In other words, their combat balance isn't the only aspect of their balance that's vital, and I think a lot of people are thinking they are.


Virgil wrote:


...
In retrospect, maybe I should consider the martial classes 'team' classes, in the same ranks of the bard. I should experiment with fighter duos and see what happens.
...

Of course, there is a multiplicator effect when you take two characters at the same time. As the CR/EL system suggests, however, it should have been included in the usual power calculation. 2 characters of level x are equally powerful as one character of level x+2 - this is the basic rule. Of course, certain combination of classes should be more powerful than other (and vice versa, some classes individually should be weaker than usually). So, if we want to test those classes adequately, they shoudn't be going solo, but in the proper combination.

So, which combination of classes should have the greatest multiplicator effect? Certainly, fighter is a class which was designed to be buffed by others - this is an unanimous verdict. On the other hand, there is similar agreement that bard is a class designed nearly only to buff others. Therefore, bard+fighter combination should be especially potent.

13 level figher + 13 level bard should be at least equal to one 15 level cleric, and much stronger than one 15 level wizard (wizard class is obviously designed as an artillery class, to stand behind others and shoot. A wizard going solo should be particularly vulnerable).

Therefore, a 13 level pair of fighter and bard should gain at leat 60% wins against CR 15 playtest opponents (as proposed before).

RPG Superstar 2009 Top 32

The 'only called upon in times of dire need' only means anything when the wizard is limited in practice, as opposed to theory. In most of my tests, it only takes two spells to handle an encounter. As adventurers are expected to only be in four encounters a day, this means that eight spells are generally sufficient.

A high level wizard most certainly has eight spells/actions to cast in a fight each day, and thus is blasting throughout the adventuring day. If the wizard actually tries, he can have undead minions and bound outsiders walking with him to handle the flak if there are many more encounters in the day (or if they attack when he's vulnerable).

You speak of the fighter as if they do not have limited resources. They do, hit points, and they lose when they run out of those.

Grand Lodge

I've read a few of these battle playtests and i must agree with Evil_Wizards on the favouritism towards wizards a high level single combat presents. while I also agree managing a party would also prove cumbersome I have thought of an alternative.

If you put the character in a series of 4 encounters of slowly increasing CRs (by 1 or 2) you can test the characters staying power version simply unleashing all of his big bang effects on one encounter.

To do this you still need to mimic the effects of other characters between fights. for this you grant the test character 1 of the 3 following effects, once one has been used you cant use that one again.

1. You receive the benefit of a healing spell equivalent of a cleric of your level. In addition you gain the benefit of 3 healing spells of a cleric half your level (or the benefit of a cure spell such as remove curse, neutralise poison, or remove disease) for the next encounter and the benefit of a one divine enhancement spell (bless, magic weapon, bark skin, etc.). these healing spells are cast as a free action

2. You receive the benefit of an ally for the duration of the next encounter. this ally is a fighter equal to half your character level and will engage one opponent at a time. once an opponent is defeated the ally moves to the next nearest. Enemies will generally ignore this ally in favor of you as a target. If enemies cannot attack you they will attack your ally as well as using area attacks to affect you both. The ally will die normally but can be healed by you and affected by your spells.

3. You receive the benefit of an arcane spirit. This invisible ally is a sorcerer equal to half you character level and will throw spells at your opponents. Opponents cannot harm this arcane spirit (targeting you exclusively) and it remains by your side for the duration of the encounter. It cannot attack unless utilizing a spell.

Each encounter should present a variety of challenges and result in a diverse set of goals not merely just killing the bad guy. They should all involve combat in some way however.

Ideally the result should see all classes dying in the last encounter, if by some miracle a character survives all 4 encounters then its fair to say that character is too powerful, however if a character dies in the first encounter the class is too weak. the second encounter is what I expect most classes to fall in with the more powerful classes surviving into the 3rd.

Thoughts?

RPG Superstar 2009 Top 32

The wizard does come off more powerful because of the front-loaded design, and I took said results into consideration in my assessment. Just look at the high-level rogue playtest results someone else did back during Alpha Release 1...

Frank wrote:

To that goal, let's consider a 15th level Halfling Rogue. As per standard rules, he is allowed a formiddable 200,000 gp worth of swag. He gets 4 basic Rogue Talents, 3 Advanced Talents, 8 Feats, 15 + Int Skills, 3 Ability bumbs, +8d6 Sneak attack per hit, Evasion, Improved Uncanny Dodge, Trap Sense +5, and all the Halfling Perks.

That's a lot to consider. But before I even get that far into it I noticed something right off: Halfling Rogues kick ass. I mean sure, we've got the basics covered for high level equipment (+6 Gloves of Dexterity, +5 Cloak of Resistance, Ring of Spell Storing, Mithril Breastplate of Speed, Trackless Boots), but there's more than enough to get a decent schtick on the side. In this case we have a Heward's Handy Haversack, a Ring of Blink and a tremendous pile of flasks of acid, alchemist fire, and alchemist frost. With 8 feats on the table it is child's play to get all the cool basic Rogue throwing feats (Improved Intit, Quick Draw, PBS, Rapid Shot, Precise Shot), and there's still stuff left over for some crazy hook up skill feats or Pathfinder specials like Agile Maneuvers.

The long and the short of it is that our boy throws 5 flasks a turn with attack bonuses of +21/+21/+21/+16/+11, and targets enemies flat footed touch AC unless they both see invisible and touch ethereal. Each attack does 9d6+1 of acid, cold, or fire, and causes lingering damage until removed by one of a series of ways (so among other things it counts against Concentration checks, shutting down Spell-like abilities dead for most creatures).

The Rogue Talents are interesting here, as they strictly add to his sneak attack in the form of a bonus 8 damage/turn against any opponent who has been sneak attacked by him, 2 points of strength damage per successful sneak attack, and maybe even a targeted dispel magic for every attack (although I have no idea if this is actually any good, since it doesn't say whether the level cap of 10 applies to this ability that can only be taken after 10th level). I mean technically Rogue Advanced Talents still come with the ability to select any bonus feat (I'm fond of selecting Perfect Multiweapon Fighting or Permanent Emanation: Antimagic Field), but we seriously don't have to go there since that's almost certainly going to be ironed out in rewrites at some point.

On to the battlefield:

Marut: this fight is short, brutal, and insanely one sided. Our Rogue here has a Stealth check of +32. The Marut has a Perception bonus of +16. The Rogue gets the drop on him all three times I ran this. With an Initiative bonus of +12 vs. the Marut's +1, the Marut lost Initiative every time. So our Rogue got a Surprise round and a full attack before the Marut even got an action. Each bottle of Alchemist Frost deals 9d6 of Sneak Attack Energy Goodness that bypasses our Marut's formidable DR and Spell Resistance, and hits on a natural 2. Even with some bad rolls on the second run through the Marut never even got a turn.

Hullathoin This is a much weirder encounter, because there's so much crap on the table. Of course, the vast majority of it has no chance of spotting our Rogue before he goes into combat berserk mode, so he basically gets to get to sneak attack range of the big baddy right off. The big boy is an offensive powerhouse, but it only has 104 hit points and an Initiative modifier of -1. Seriously it never got a turn, it drops in 3 or four attacks, and our Rogue friend here is virtually guaranteed 6. What's more difficult is the ensuing melee with minions. The Vampire Spawn and Skeletons only hit on a natural 20 followed by a 50% miss chance, so they didn't accomplish anything at all in one of the run-throughs and very little the rest of the time. The storm of Bloodfiend Locusts is a much bigger problem. Our Rogue hero can't sneak attack them, so it takes forever to actually kill them. Hyped up on speed, the Rogue is faster than the swarm, so he can mostly avoid fighting them, which leaves him dancing around throwing explosives into the faces of vampire spawn. It's ugly and grueling, but he still won all three fights (walked out with more than a few negative levels in two though).

Nightmare Beast: The hedge maze is actually more of a difficulty than the Nightmare Beast. Our Rogue exploded from mind attack before getting to the middle in one run through and slaughtered the enemy in the other two. First loss, but he's still ahead on points.

Windghost in the Sky: Interestingly, if the Rogue gets the Windghost down to his level he smacks it into oblivion, if he has to drink a potion to fly up to the Windghost it went very badly. 3rd run through was kind of a tie as neither side made that tactical mistake. That was an even match I guess.

Yakfolk Cleric + Dao: Interesting note: if the Rogue starts by killing some Dao, it's over virtually instantaneously. The Cleric can wall of force off the Rogue with a granted limited wish and then it just gets bad. A subsequent limited wish fills the whole area up with deadly poison gas and it's over. Going after that Cleric first shuts down the entire Wish engine because there are no more Mortals to give them to. The Dao still do pretty well because they can wall off areas with actual stone and the Rogue has to blink through which is occasionally painful and always cuts his atttacks own to 1/round. It's actually an encounter that the Rogue does poorly in no matter what. 2/3 attempts the main villain died, but the Rogue eventually lost every time.

Drow Priestess + Ghouls: The evil chick died on the first round every time. The Ghouls explode 1 per attack, but there are a lot of them. Interestingly, on one go-through our hero actually got hit on a natural 20, the blink miss chance was made, and he rolled the 1 on a paralysis check. That seems like a fluke to me, but technically he did lose 1 time out of 3.

Warparty of Cloud Giants: This is 4 Cloud Giants. Combat begins with the Rogue killing a Cloud Giant. The first time I did this one, the Giants stayed in close and the Rogue continued to kill a Cloud giant every round or two. The whole fight was over in six rounds of actual combat. The second and third time I did this I noted that the Giants are much faster than our hero and can keep things out of sneak attack range once they see their friend going down. It may seem out of character for giants to run around going "whoop whoop whoop" like Looney Tunes characters after combat is initiated by a Halfling, but they are supposed to be master tacticians, so I'm kind of OK with it. Anyway, long ranged combat goes poorly for our Rogue, and the attempt to do it ended in defeat. Last go through our Rogue killed a dude, then things went to range, then he hid and that was that. Victory-ish?

Mature Adult White Dragon This is actually weird because White Dragons have "ridiculous senses" and automatically bypass the need for Perception tests out to 60 feet. Meaning that our Rogue and Dragon roll initiative normally well outside of Sneak Attack range. Nevertheless, our Rogue friend always wins this test, and can move up and throw a Fire Flask, which hurts like crap (in one case doing 57 damage and lighting the dragon on fire in one attack). If the Dragon closes it's basically all over right away, Dragon boy doesn't kill the Halfling on his turn and then the Halfling just eviscerates the Dragon in one more turn of explosions. Going to range is a lot more frustrating. The Halfling has Evasion and makes the Breath weapon save on a 2+, so he plinks it away with a +1 bow until the Dragon dies or gives up. The Rogue won every time, but it was kind of ugly looking for about one round in the melee version.


With regards to solo tests...

Specific numbers driven tests are fairly useless as 99% of the time the player isn't going to be alone. He can rely on the buffs and cures from his friends, or for his friends to take out the things he's weak against.

This test done in the OP, IS in fact somewhat useful, as it basically gives a thumbnail description of "what the class can do".

This is important, because now we know what situations the Fighter, Barbarian, Paladin and Rogue are going to have trouble pulling their weight in. If they are constantly in need of items to be useful in the group, or if they are constantly facing creatures that are tough for them to contribute against, then the class overall feels weaker than the others.

No one likes a spotlight hog, but then it's not always the problem of the classes that are useful. Sometimes it's the classes that can't contribute that need fixing and boosting up.

If anything, these tests have proven to me that we need something "extra" for the mostly melee oriented classes to do. Rogue and Rangers get a lot of additional uses (skill points and stuff for outside of combat), but the Fighter and Barbarian, and somewhat the Paladin as well, are severely lacking in something other than "beat down the things they are good against".
If they had something to do that wasn't tied to hitting their opponents, inside or outside of combat, it would be nice. I have no idea what this could be though.

RPG Superstar 2009 Top 32

Kaisoku wrote:
This is important, because now we know what situations the Fighter, Barbarian, Paladin and Rogue are going to have trouble pulling their weight in.

That's right, the fighter/barbarian/paladin are going to have trouble pulling their weight in pretty much EVERY fight, after level 5.

Solo tests are not useless. They form a foundation for the entire EL/CR system on which players are expected to perform. Sheer logic dictates that two individuals of the same level of power (which is indicated by CR) have a 50/50 chance of beating the other. They also magnify both their strengths and weaknesses, and if you have more of one than the other, this is highlighted in a solo test.

I suggest you do not try to bring up the "but a fighter can't beat swarms", because we've already covered this. Once you get into specific dueling pairs, their strengths and weaknesses are going to match up in varying ways. However, this does NOT invalidate the concept. Because a 50% success rate, on average, is the same thing and still allows for variation.

Once you have someone that can handle an encounter on their own, then having four of equal power means they support each other, cover each others weaknesses, and turn a coin-flip fight into a certain win (which is what EL=APL is supposed to be against a party of four).


With regards to wizard favoritism, it should be noted that a mid-high level wizards ability to solo most challenges in these grudge matches has implications in party play. Wizards can (and do) utterly dominate the way an encounter plays out. The person playing the wizard is for all intents and purposes making the relevant decisions for the combat. And because there is no good way to actually stop someone from attacking the wizard (I mean, seriously, the DM is being nice if the monster always attacks the fighter first), the wizard basically *must* play as if he were soloing it - he has to worry about not getting killed (because he is target numero uno if the DM is playing intelligently) and controlling the shape of the battlefield to his side's advantage at the same time.

The fact that one class is so disproportionately powerful (and really, similar criticisms can be leveled at the Druid and Cleric) is a serious design flaw.

(And really, its not just at high levels. 4 Wizard 1 characters is a perfectly playable level 1 party, and it will continue to play well through all levels while 4 Fighter 1s may do well initially but will fail well before level 10).


This play-test is virtually worthless. I say "virtually" because I am sure there are a few people out there who play solo campaigns. And I am sure at least a fraction of those solo campaigns involve only one character (as opposed to one player with multiple characters, which I think is a far more common definition of a solo campaign).

Match the four iconic classes (wizard, rogue, fighter, cleric) against some high-level challenges and then swap out each of the iconic classes with a similar one (like paladin for fighter) and compare them; then give us a report. That is the way the game is intended to be played 95% of the time.

The Exchange RPG Superstar 2010 Top 16

Hi.

First of all, I wanted to thank DeadlyUematsu (the original poster), as well as Virgil and all the other folks who are playtesting various characters at various levels.

You folks are doing more work than I am with all of this, and I really appreciate your take the time to do so, and then post your experiences.

There are lots of reasons to playtest rules. One is balance. Another is, for lack of a better term, "funkiness". If a 13th Level Barbarian suddenly started acting very differently than she had up until that time, if her best tactics in a fight suddenly shifted to something "out of character," that would be worth noting.

So, am I all that concerned about how individual 1-1 fights stack up? Not unduly. Earlier in this thread, I noted that you want to look at Encounter Levels, not Challenge Ratings, In another thread, I advanced the suggestion that balance is in the realm of the DM, and what tools she chooses to use, rather than the Designer, who's trying to come up with a good toolbox.

But on the other hand, I think this playtesting is telling us useful things.

(By the way: precision damage from throwing flasks of oil? Seriously? I can't imagine allowing that, unless, perhaps, the rogue in question took a feat in throwing flasks of oil as an exotic "weapon".)


DeadlyUematsu wrote:


Overall Opinions So Far: Fighters, barbarians, paladins, and rogues are still really gear-dependent. I don't like this.

YES!! This is my main concern with D&D, this "You are what you carry" philosophy, characters have loads and loads of magical stuff (this is more a 3/3.5 thing, since past editions were a lot less). I'd like to see my fighter be good for his abilities, not because he carries a +4 Flaming Dancing Vorpal Longsword of Haste... Paizo already did a great job pumping up the classes so they're less dependable on magic stuff, really, (at least for me), Pathfinder classes did as well as D&D classes with a lot less magical gear.. although I think the classes abilities are too "magical" in nature, I'd like them to be more "natural" abilities, like the Fighter's Armor Training, it's giving him a boost on his defensive abilities without being because of something "supernatural"., it's because of his.. well.. training.

DeadlyUematsu wrote:


I recommend giving non-spellcasters the spell-like abilities they need at high levels (FLIGHT) automatically while not really improving or nerfing spellcasters (since most of thier potency came from preparing the right spells).

Ok.. according to my last paragraph, no need to say I completely disagree with this. Giving non-spellcasters more spell-like abilities is something that would displease me a lot. The fact that rogues are getting to cast spells is already a enormous bug for me; it's actually the worst class ability flaw I can think of.

but.. it's impossible to please everyone, I just hope they find a middle term that won't displease both sides too much. Nothing "Forgotten Realms" or "Harry Potter" magical wonder, but also not too "physical" like Iron Heroes.


I think this playtest does reveal something important that can be applied to actual play. The Fighter and perhaps certain other classes are very dependent on gear or perhaps buffs from his allies, while other classes can stand on they're own capabilities. At first glance this may seem fair, the Fighter can just have his Wizard buddy cast Fly or Haste on him. But the thing is the number of actions available in a combat is limited. Why would a Wizard waste time casting Fly or Haste when he can instead cast Fireball or Deep Slumber or other spells and take out the enemy himself? It does seem that the Fighter is a better off, but if he were better able to handle the enemy normally the Wizard might actually think casting a buff spell on the Fighter is a better option.

RPG Superstar 2009 Top 32

Go to your DMG (3.5 edition) & read pages 36 through 40 (emphasis on 39). Read it once, twice, then thrice.

A two-man party counts as a party of four with APL-2. A party of eight counts as a party of four with APL+2 for encounter design (and a very large table at Roy Rogers). How do you not notice this? It's following the numbers for EL, wholesale! A Level 5 character is a CR 5 monster.

Do you realize that trying to playtest with four characters at once makes the entire thing long-winded and unclear? What on earth is 20% resource loss? You can easily have one player underpowered while another is overpowered, but you won't be able to tell the difference by the success rate of the party because they combine to the same total as two balanced players.

Because of how the EL system works, the party could easily consist of four overpowered characters, but still go through encounters like before. This is because they can be OP by almost half again over a balanced party (and thus just shy of APL+1), and we can't really tell the difference between the two. The same thing applies if the party is collectively 15% below par. When you have that large of a range of error from balance, just by using a party of four, it's an incredible amount to seperate out imbalance for any single variable.

This is why you want to use a solo test. Because the CR/EL system says it works, and it also does work from personal experience. Because you aren't inundated with three other players' numbers that would drown out your specific contribution.

And as it stands, I can safely say that at high levels, this 'iconic' party can substitute their fighter for a player with levels in warrior, for all the contribution he brings to the table. Or even better, drop the fighter slot altogether, and have the rogue or cleric take Leadership and have the cohort cleric do the fighter's job just as well (and possibly better, depending).

The Exchange RPG Superstar 2010 Top 16

Virgil wrote:
A two-man party counts as a party of four with APL-2. A party of eight counts as a party of four with APL+2 for encounter design (and a very large table at Roy Rogers). How do you not notice this? It's following the numbers for EL, wholesale! A Level 5 character is a CR 5 monster.

Virgil, even the Wizards' game designers have said that the "Level X character is a CR-X monster" is a stretch. (And you'll notice that ECL often doesn't match CR.)

Would you consider a combat bewtween two 2nd-Level Sorcerers (spells: Hold Portal and Detect Undead; Disguise Self and Enlarge Person) versus a 1st-Level Druid and a 1st-Level Ranger to be a fair fight? Acording to the pages you cite, the Sorcerers should win, draining about half their resources.

People have pointed out that a well-rounded party of four can effectively fight four Trolls where a single character would have trouble with a single Troll. They aren't talking out of their backsides; this is years of experience talking.

In response, you point to the DMG and say, "but that's not the way it's supposed to work."

Well, I shrug, that's the way it does work. Others have suggested why (the strength of a party depends on its composition, and a one-character party is unbalanced and therefore weaker than simple scaling would admit.) I'm at a loss for how to explain this better or more clearly. My apologies for my failure.


Hmmm. Here we go again with yet another of these threads attacking the effectiveness of a core rules fighter.
I find it interesting that a core rules only fighter seems to me to be under attack here, by being compared to a rogue optimised by pulling feats and gear from across half a dozen 3.5 splatbooks. (Okay, the gear is probably all summarised in one book these days, and possibly the feats as well, but I suspect that it originally came from a wide variety of sources.)
I'm not clear on how that is a valid comparison in terms of balance in a play test.

If the point now being made is that there seem to be very few feats, etc, which specifically benefit fighters, compared with the silly amounts of 3.5 feats/gear which favour other classes' attack methods, I believe that this point had been made before (but ignored by those arguing that the fighter was comparitively useless) on another thread.

Yes, I expect a wizard can toast anything by blowing off all their spells. Only they then have to rest. If the Wizard uses up just one spell (Glitterdust or Web anyone?) to blunt the effectiveness of an enemy, so that someone else can then proceed to mop up, that is playing towards a tactic of a 'combined arms assault', and prolonging the usefulness of ALL members involved in the attack.

RPG Superstar 2009 Top 32

If they had either sleep or color spray, then maybe. When a class is highly limited in spells known, then they need to make a good portion dedicated towards combat. Giving them useless spells (and you only take enlarge person when you have a brute with you, and even then you're much better off using a scroll) is tantamount to making that 1st level ranger dual-wield scimitars and the druid memorize hide from animals and pass without trace (at which point, I very well could believe it to be a tough fight for the sorcerers with both being like this).

As for the rogue. Where are you getting this 'half a dozen splatbook' appearence anyway? The rogue used above in the playtest was entirely core.

The Exchange RPG Superstar 2010 Top 16

Virgil wrote:
If they had either sleep or color spray, then maybe. When a class is highly limited in spells known, then they need to make a good portion dedicated towards combat.

Virgil, that's my point. I apologize again for being so unclear.

When the DMG claims that a "2nd-Level Chracter equals CR 2 monster" it does not allow for variations in class abilities. It claims that a single sorcerer (min-maxed or not) is as good as a lone fighter is as good as a cleric on her own.

That's not the way the game really works.


lordzack wrote:
Why would a Wizard waste time casting Fly or Haste when he can instead cast Fireball or Deep Slumber or other spells and take out the enemy himself?

Because he is not an egotist trying to prove his l33tn3ss, but a skilled and experienced team player who knows that casting Fly or Haste on the Fighter will be the better tactical choice.

The Wizard won't win the fight with a single Fireball - it'll need several other damage spells, using up valuable resources. If instead, he enables the Fighter to reach the target by casting Fly, or buffs the whole party with Haste, he'll unsure victory by using up just a single spell.

Fighters being dependant is a problem under two circumstances:
- The players are inexperienced / slow to learn tatcics.
- The players are essentially solo players. The Wizard tries to do everything himself, the Fighter doesn't like to accept help.

Both are somewhat common. Everybody starts as a beginner, and among the gamer = mostly male population, you're bound to have a lot of these guys unwilling or unable to ask for directions, cope with defeat or accept themselves as a mortal, thus fallible creature instead of the ub0r-cool movie character.

But both aren't good standards to tailor an RPG to.


Virgil wrote:

If they had either sleep or color spray, then maybe. When a class is highly limited in spells known, then they need to make a good portion dedicated towards combat. Giving them useless spells (and you only take enlarge person when you have a brute with you, and even then you're much better off using a scroll) is tantamount to making that 1st level ranger dual-wield scimitars and the druid memorize hide from animals and pass without trace (at which point, I very well could believe it to be a tough fight for the sorcerers with both being like this).

As for the rogue. Where are you getting this 'half a dozen splatbook' appearence anyway? The rogue used above in the playtest was entirely core.

Alchemist's frost is core these days? I didn't find it in my 3.5 PHB, but it has belatedly occured to me you may have been drawing from the Pathfinder Alpha document, which I am currently experiencing difficulties with unzipping the latest version of, so will take your word for it if it has ended up in the Pathfinder core rules for equipment.

Upon closer examination, I find that two of the feats you mentioned of which I was dubious (the perfect two weapon fighting and anti-magic emanation) you indicated you were NOT going to use in the build, for which I apologise.


Regarding the Paladin, I think you may be overlooking one of their class abilities: the Celestial Spirit. At 15th level a paladin can use it in a number of interesting ways.

Paladin versus wraiths: Imbuing the weapon with Ghosttouch significantly improves the odds. If the weapon already has this feature, the paladin can choose Undead Bane or Holy instead.

Paladin versus treants: I believe these creatures have a vulnerability to fire. Otherwise the paladin could always choose Plant Bane as a quality to help with his damage output. Also the Paladin could have spells to beef up his AC for the encounter.

RPG Superstar 2009 Top 32

*shrug* My bad on forgetting that those notes included alchemist's frost. However, using alchemist's fire or acid flasks remain wholly core, and I don't know of anything that's immune or terribly resistant to both fire and acid. It's just handy, and not tactically overwhelming/influencing like random noncore feats (which weren't even taken anyway).


Moondarq wrote:

Regarding the Paladin, I think you may be overlooking one of their class abilities: the Celestial Spirit. At 15th level a paladin can use it in a number of interesting ways.

Paladin versus wraiths: Imbuing the weapon with Ghosttouch significantly improves the odds. If the weapon already has this feature, the paladin can choose Undead Bane or Holy instead.

Paladin versus treants: I believe these creatures have a vulnerability to fire. Otherwise the paladin could always choose Plant Bane as a quality to help with his damage output. Also the Paladin could have spells to beef up his AC for the encounter.

Oopsies. You're absolutely right about the Paladin's Divine Bond and the spells. That would definitely improve things in the paladin's favor.

Edit: Spoke too soon - four days of long work hours can fog the memory. Do note that ghost touch and bane is not amongst the list of divine bond weapon enhancements. Also, there are no spells that could help the paladin in the second fight (although protection and magic circle against evil would do wonderfully against the wraiths).

I really should have my books around before commenting - oh well.

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