Dispelling Myths: The Caster-Martial Disparity


Pathfinder First Edition General Discussion

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Jockston wrote:

the thing is that instead of "you hit level 12 you can cast wish now" it would give black and white rules for a gm to decide how to allocate spells. Then it's not house ruling now it's an actual rule that you don't just know it.

If you go is like " pow you know it" then that's a house rule now not a core mechanic.

I think we all know that if something is a rule of the game then it's not a houserule.... That doesn't change the fact that it's just annoying then and forces the game to turn into "Instead of our normal plots we are searching for spells for our caster."


Chess Pwn wrote:

lv8 = 30hp?

6 +7*4=34 + fcb=42+con 14 = 58+false life = 66+1d10
even at 58hp 30 isn't the average health of a wizard.

That is correct for players, NPCs don't get max at first level, the average on a d6 is 3.5 and I can count on one hand the number of NPC wizards I've seen with 14 con. Also false life isn't a given. I see necromancy taken often as a opposition school particularly as there are a lot of saving throws that target Fort in other more useful school.

Just some thoughts. I would say 36 is a more appropriate hp for an NPC. More if he takes the favoured class bonus. Still one crit takes him out of the game, even with 44 hp.


Milo v3 wrote:
Jockston wrote:

the thing is that instead of "you hit level 12 you can cast wish now" it would give black and white rules for a gm to decide how to allocate spells. Then it's not house ruling now it's an actual rule that you don't just know it.

If you go is like " pow you know it" then that's a house rule now not a core mechanic.

I think we all know that if something is a rule of the game then it's not a houserule.... That doesn't change the fact that it's just annoying then and forces the game to turn into "Instead of our normal plots we are searching for spells for our caster."

So your down time is spent acquiring spells instead of pulling the out of your arse? Doesn't seem like much of a down side to me.


Jockston wrote:
So your down time is spent squiring spells instead of pulling the out of your arse? Doesn't seem like much of a down side to me.

Not downtime, "Instead of our normal plots".


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The Sword wrote:
Chess Pwn wrote:

lv8 = 30hp?

6 +7*4=34 + fcb=42+con 14 = 58+false life = 66+1d10
even at 58hp 30 isn't the average health of a wizard.

That is correct for players, NPCs don't get max at first level, the average on a d6 is 3.5 and I can count on one hand the number of NPC wizards I've seen with 14 con. Also false life isn't a given. I see necromancy taken often as a opposition school particularly as there are a lot of saving throws that target Fort in other more useful school.

Just some thoughts. I would say 36 is a more appropriate hp for an NPC. More if he takes the favoured class bonus. Still one crit takes him out of the game, even with 44 hp.

Err, NPCs do get max HP first level, though only if they take a PC class on the first level.


TOZ wrote:
Alex Trebek's Stunt Double wrote:
Isn't this the point of the term "paper mage" and "glass cannon" I think people are so totally missing how despite all their power that doesn't mean they aren't fragile. They aren't just fragile to other magic, they are fragile to those who are good at fighting.

I ran a game at PaizoCon for a 12th level monk. He had a ring of blink and a 10AC. I did not manage to kill him despite his charges into melee.

Now imagine the wizard who can do all that and more and doesn't have to get in melee.

This doesn't make any sense. How can a 12th level Monk have only 10AC?

Please, give me more information because this doesn't convince me paper mages aren't fragile, this only makes me think there is something you aren't telling me.

Your story does not check out.

Shadow Lodge

Alex Trebek's Stunt Double wrote:

This doesn't make any sense. How can a 12th level Monk have only 10AC?

Please, give me more information because this doesn't convince me paper mages aren't fragile, this only makes me think there is something you aren't telling me.

Your story does not check out.

That's what the player told me. Being that we were in the middle of a special, I didn't take the time to audit his character. Suffice to say that we ran it that way, that anything over 10 hit him, and I didn't manage to kill him. Imagine putting that on a wizard, who can have more defenses.


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TOZ wrote:
Alex Trebek's Stunt Double wrote:

This doesn't make any sense. How can a 12th level Monk have only 10AC?

Please, give me more information because this doesn't convince me paper mages aren't fragile, this only makes me think there is something you aren't telling me.

Your story does not check out.

That's what the player told me. Being that we were in the middle of a special, I didn't take the time to audit his character. Suffice to say that we ran it that way, that anything over 10 hit him, and I didn't manage to kill him. Imagine putting that on a wizard, who can have more defenses.

Ring of blink, lightning stance, and potion of mirrior image would make him near invulnerable against melee

Shadow Lodge

Maybe Pirate Rob or blazej or one of the other guys that were there will chime in about it.


voideternal wrote:
Orfamay Quest wrote:
Yes, and I did them for you. One single dire lion can out damage a CR 7 fighter. Two dire lions can outdamage a CR 9 fighter. And the spell gives you, on average, three lions.
Wait, maybe I'm just dumb but let me ask, how do you get 2 or 3 dire lions from one casting of Summon Monster V? A caster gets Summon V at 9th level right? And we established that the fighter presented is under-represented for a CR 9 fighter right?

Oh, I'm sorry. I thought the dire lion was on the SM IV list, so you got 1d3+1 of them on SM V. My mistake.


Hypermissingno wrote:


Err, NPCs do get max HP first level, though only if they take a PC class on the first level.

Good call, just seen FAQ

Scarab Sages

TOZ wrote:
Alex Trebek's Stunt Double wrote:

This doesn't make any sense. How can a 12th level Monk have only 10AC?

Please, give me more information because this doesn't convince me paper mages aren't fragile, this only makes me think there is something you aren't telling me.

Your story does not check out.

That's what the player told me. Being that we were in the middle of a special, I didn't take the time to audit his character. Suffice to say that we ran it that way, that anything over 10 hit him, and I didn't manage to kill him. Imagine putting that on a wizard, who can have more defenses.

Dump Dex, pump STR and Con, depending on other factors of the build he might not even need Wis.

I played a tiefling ninja with an AC of like 14 at 11th level that worked under similar principles; I realized that to be able to use my kusari-gama for combat maneuvers effectively like I wanted to, I needed to jack my Strength up as high as I could, and a little number crunching led me to the realization that investing in my Cha instead of my Dex so I had more uses of Shadow Clone, Vanishing Trick, and Smoke Bombs was ultimately going to be a better defensive route than trying to sustain an AC that was always going to be mediocre anyways. My ninja was typically the healthiest member of the party after most fights, despite frequently getting stuck behind or in the middle of enemy lines.


Chess Pwn wrote:

lv8 = 30hp?

6 +7*4=34 + fcb=42+con 14 = 58+false life = 66+1d10
even at 58hp 30 isn't the average health of a wizard.

What kind of point buy is wizard getting Con14 along with all the other things people are talking about like super high dex to beat any initiative, non-negative strength to be good for melee attack, good wisdom for saves and perception and also charisma to actually use charm person?

The goal posts keep being moved.

You're assuming favoured class bonus is for HP and not extra Spells.
They get 1d6 per level and that's it.
Level 1 they get the full 6/6
Average of 1d6 is 3.5, NOT 4.
3.5*7 = 24.5

24.5+6 = 30.5

That's a very reasonable average HP for a wizard at level 8.

If anything is low-balled it is the damage a melee combatant can dish out. No flaming, no size bonuses, no other damage boosting stuff. Just what you'd get from feats, mwk items and being a soldier.

Even if the fighter can't charge, he can toss a tangleburn bag at the Wizard, entangled and on fire makes spellcasting pretty hard. With the Opening Volley feat the Fighter has a +4 on the next round to hit.


Alex Trebek's Stunt Double wrote:
Chess Pwn wrote:

lv8 = 30hp?

6 +7*4=34 + fcb=42+con 14 = 58+false life = 66+1d10
even at 58hp 30 isn't the average health of a wizard.
What kind of point buy is wizard getting Con14 along with all the other things people are talking about like super high dex to beat any initiative, non-negative strength to be good for melee attack, good wisdom for saves and perception and also charisma to actually use charm person?

Wizard can beat everyone at initiative just fine with a 12 dexterity. You're already getting +8 at level 1 from the familiar and Improved Initiative. Reactionary gives another +2 because you don't really need traits for anything else, and then of course the Divination school means you never lose initiative ever.


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I've got a wizard with +14 initiative at level 4 as a transmuter.

She's as papery as they come but between mirror image, mage armor, and intelligent use of her battlefield control I don't believe she's been hit in all the scenarios I've had her in.

High initiative is actually fairly easy to get even if you tank your dex to 7.

The thing to understand when you make silly paper mage statements is that what makes caster's strong is that they do not dally in the realm of numbers, where martial's can at least step up to the plate. They bypass it to the higher tiers of positioning and actions. They annihilate your action economy, they make your positioning meaningless. What good are high attack and damage rolls if the ability to roll them never presents itself?

That's just talking wizards. Divine casters have other tricks up their sleeves.

I'm not wasting too much time on this. There's far too much material out there that it's getting climate change denier level.


Alex Trebek's Stunt Double wrote:
Chess Pwn wrote:

lv8 = 30hp?

6 +7*4=34 + fcb=42+con 14 = 58+false life = 66+1d10
even at 58hp 30 isn't the average health of a wizard.

What kind of point buy is wizard getting Con14 along with all the other things people are talking about like super high dex to beat any initiative, non-negative strength to be good for melee attack, good wisdom for saves and perception and also charisma to actually use charm person?

The goal posts keep being moved.

Well, for NPCs, if the wizard is being created with Heroic stat array, which he should be, given that he is an NPC with PC class levels, his stats are 15, 14, 13, 12, 10, and 8, so 8/13/14/15/10/12 is a pretty reasonable stat array pre-racial bonuses, level bonuses, and magical items. A wizard has no need to be good for melee attacks, as the mages who front-line along with the fighter are the cleric and druid, who can easily boost their strength and attack bonuses while maintaining a casting stat.

For a PC wizard, strength, wisdom, and charisma can all usually be dump stats because most PC wizards choose to dump enchantment as a barred school anyway, save heavy lifting for minions, and basically ignore any wisdom penalty by virtue of having naturally great will saves and using their boatload of skill ranks to keep perception maximized. Plus, with a familiar, you get Alertness for free, so +2 perception on top of that. +4 at level 10. A number of PC wizards looking to get REALLY annoying for their GM take the Divination school as their primary focus, so go ahead and stick 1/2 their level onto their initiative count, too, and they're still free to take Improved Initiative for an additional +4. Reactionary, a common choice of trait for PC wizards, means you can also go ahead and stick on another +2 there. It adds up very fast.

Quote:

You're assuming favoured class bonus is for HP and not extra Spells.

They get 1d6 per level and that's it.
Level 1 they get the full 6/6
Average of 1d6 is 3.5, NOT 4.
3.5*7 = 24.5

24.5+6 = 30.5

That's a very reasonable average HP for a wizard at level 8.

You're assuming the wizard is a human spending favored class on extra spells. That's a poor assumption to make. The HP favored class bonus is available to all races and should be considered the baseline because a wizard of any race has that option available. Hell, the level 8 wizard in the NPC codex has 40 hp. The level 9 wizard in the NPC codex has 92.

Also, from a PC perspective, you can just buy learning more spells, keep on the lookout for scrolls, and otherwise do very well off the two you get for free every level. The +1 HP per level usually beats another spell known as an option. Hell, I've seen some wizards go whole hog since they don't need a ton of feats and take Toughness as well to add another +1 HP per level.

Quote:

If anything is low-balled it is the damage a melee combatant can dish out. No flaming, no size bonuses, no other damage boosting stuff. Just what you'd get from feats, mwk items and being a soldier.

Even if the fighter can't charge, he can toss a tangleburn bag at the Wizard, entangled and on fire makes spellcasting pretty hard. With the Opening Volley feat the Fighter has a +4 on the next round to hit.

I am curious why the wizard should be assumed to be standing within ten feet of the fighter at any point in combat. The wizard's spells often have ranges in the hundreds of feet, which would seem to be a bad factor to take into consideration for any ranged weapon that doesn't shoot as far as a longbow.

Plus, y'know, at the range a tangle burn bag is meant to be used in, the fighter can just take a five-foot step and use his five-foot reach to grapple or otherwise start killing his opponent immediately. The wizard's piddly CMD is often a much simpler target if they're that close to you than their Touch AC, which is often higher than you'd think.


Clearly the solution to this is to not allow casters to use spells on themselves unless the target is (You.)

Disclaimer: This is a horrible idea, do not do that.

Liberty's Edge

Arachnofiend wrote:
Honestly, whoever decided that the Pit spells need to be impossible for most CR-appropriate creatures to get out of really needs to be made to sit in the corner and think about what they've done.

Actually, it's not quite as bad as portrayed. Remember that you get -10 DC if you can brace against both walls (ie: are large sized) and -5 just by standing in a corner.

Golems are still utterly screwed by level appropriate pits, but fewer other things are.


Jockston wrote:

If you want to fix the disparity then all that needs doing is making spell acquisition more difficult instead of automatic.

"From spell levels 5+ you can only achieve spells by hunting them down and adding them to your book. The fm decides how this is achieved."

Add that line, or something similar in the crb, the disparity is nullified. Now having access to any spell is not guaranteed.

This doesn't actually fix it imo. What it does is turns wizards into a binary system:

You don't have the good spells and you suck

You have the good spells and are now a god

Also, @alex: Wizards are very strong vs golems, they are actually the best enemy to fight for wizards. Also, at high level wizards have a pretty high ac, around 64 or so, which is a lot imo


CWheezy wrote:


This doesn't actually fix it imo. What it does is turns wizards into a binary system:

You don't have the good spells and you suck

You have the good spells and are now a god

Isn't that how wizards work now?


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Deadmanwalking wrote:
Arachnofiend wrote:
Honestly, whoever decided that the Pit spells need to be impossible for most CR-appropriate creatures to get out of really needs to be made to sit in the corner and think about what they've done.

Actually, it's not quite as bad as portrayed. Remember that you get -10 DC if you can brace against both walls (ie: are large sized) and -5 just by standing in a corner.

Golems are still utterly screwed by level appropriate pits, but fewer other things are.

Basically any humanoid has the same issues; it's incredibly rare to see an NPC statted out with a bunch of ranks in Climb. I was at a mid-level PFS game that was effectively solo'd by a Summoner who just used Create Pit at the beginning of every fight and had his eidolon with reach clean up the poor saps who couldn't get out of the pit on a 20 (according to the GM).

He was a huge prick about it, too. I'm pretty sure that guy is at least partially responsible for my inability to ignore the disparity because he was just such an a*~*+~+ about how strong his character was, ugh.

Liberty's Edge

Arachnofiend wrote:

Basically any humanoid has the same issues; it's incredibly rare to see an NPC statted out with a bunch of ranks in Climb. I was at a mid-level PFS game that was effectively solo'd by a Summoner who just used Create Pit at the beginning of every fight and had his eidolon with reach clean up the poor saps who couldn't get out of the pit on a 20 (according to the GM).

He was a huge prick about it, too. I'm pretty sure that guy is at least partially responsible for my inability to ignore the disparity because he was just such an a!@+$!! about how strong his character was, ugh.

I said 'fewer', not none. anyone with flight or teleportation is fine, for example.

And yeah, it's definitely an issue. I still remember the game I played a Synthesist (pre-Unchained) Summoner...the one time my Str 7, Dex 7 guy was caught without his Eidolon-suit he just used Create Pit to annihilate several Dire Bears anyway.

I honestly still feel a little bad about playing that character...though there weren't any non-casters in the party, and they were all pretty optimized, so not all that bad. I was trying it out to see how broken it was. It was pretty damn broken.

Dark Archive

Milo v3 wrote:
Quote:
My take on the issue is as follows:

You seem to be missing one of the very major components of the issue. That martials can only fight, while casters can fight, infiltrate, teleport, make minions, fly, remove status afflictions, get perfect information, become undetectable, raise people from the dead, mind-control people, alter landscapes, etc.

It's not only a combat issue, it's the issue of All martials can do is stab and casters can do Everything. There is more to pathfinder than combat, but that's the only part of the game some classes are able to play in.

You know, I've made plenty of martial types who can do more then fight. Maybe it's just me. Maybe the majority of people can't wrap their mind around the idea. But I do like giving a decent Int score (12 to 14) to martial type characters (or anyone with low skill points). I'm also perfectly willing to use the +1 skill point favored class bonus instead of +1 Hit Point.

Then again, I've seen so many people make a caster who's so focused on Every Single Knowledge Skill that they ignore things like Perception, spellcraft, UMD, and other useful skills.

Yes, many people advocate fighters dumping Int since you always get 1 skill point (2 if human) and that's all a fighter 'needs'.

By the way, about the claim a martial can deal 100+ damage every round. Outside of critical hits, how the heck are you getting that number? Assuming 20 Str base, power attack, improved vital strike, all level up points going into Str, and a +6 Str belt where are you getting the extra 50+ damage each round?

Yeah, crits can easily clear 100 damage with the right build. But even a weapon that's critting on 15-20 wont crit every single time.


I'm sorry what. Casters not taking spellcraft???

How do they plan on identifying magic items.


Kahel Stormbender wrote:

You know, I've made plenty of martial types who can do more then fight. Maybe it's just me. Maybe the majority of people can't wrap their mind around the idea. But I do like giving a decent Int score (12 to 14) to martial type characters (or anyone with low skill points). I'm also perfectly willing to use the +1 skill point favored class bonus instead of +1 Hit Point.

Then again, I've seen so many people make a caster who's so focused on Every Single Knowledge Skill that they ignore things like Perception, spellcraft, UMD, and other useful skills.

Yes, many people advocate fighters dumping Int since you always get 1 skill point (2 if human) and that's all a fighter 'needs'.

Having 2-4 skill points per level is not enough to actually be good at things enough that it isn't pointless to do them since the skill-monkey of the group will have those skills, and be able to get bonuses on them. There is only really one martial that does skills well and thats slayer. And even then, spells surpass skills easily.


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Just a note, often you see something to the effect of 'with the right spells cast on him, the caster can do the fighters job!!' True perhaps. But not as well as the fighter with the same amount of spells cast on him.

Yes a caster can teleport, fly et al - but once you have one person who can teleport, fly et al the marginal utility of having MORE people who can do these things drops sharply.

Also you keep seeing 'if a Mage takes these options, they can have a higher initiative/hit points/diplomacy/whatever than so and so' and seems to assume they can specialize that single character in all of these ways at the same time.


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Kahel Stormbender wrote:

By the way, about the claim a martial can deal 100+ damage every round. Outside of critical hits, how the heck are you getting that number? Assuming 20 Str base, power attack, improved vital strike, all level up points going into Str, and a +6 Str belt where are you getting the extra 50+ damage each round?

Yeah, crits can easily clear 100 damage with the right build. But even a weapon that's critting on 15-20 wont crit every single time.

Are you kidding me? That's like, the least efficient way to do extra damage (unless it's mythic, the mythic one is actually useful).

I don't know what level you're talking about, so let's go with a standard "big hit" build. Cavalier, Spirited Charge, Power Attack, using a lance two-handed, on the back of a charging mount. I'll assume level 10 for ease of calculation. 3d8+3*10 (challenge)+3*9 (Power Attack)+3*9 (22 Str). 87-108 damage, average of 97. Making it a +1 weapon bumps that up to an even 100. Having higher than 22 Str does the same thing (I lowballed). In fact, with an actual build I could probably push it down to level 8.

Everything else I could run would require more details and me not to be lazy, but it would be an archer (standard manyshot/rapid shot build) and pouncing barbarian. Pretty sure both of those break 100+ a round easy.


You know just for giggles let's look at that DPR from casters angle.

Level 15:

Spell: Battering Blast
Traits: Magical lineage Metamagic Master
Feats: Intesified spell Empower Spell Maximize Spell Quicken Spell Spell Perfection Mages Tattoo Spell Specialization
Equipment: Staff of Master(Necromancy)

Note some of the names on that site have been changed due to legal stuff. Also I left out the things that are not relevant for the example.

So what does all of that mean?

Well we are shooting 4 balls of force each dealing 5d6 damage as base.
Intensified makes that 4x7d6
Maximized makes that 4x42
Empower adds 4x3d6(average 4x10.5)
So in the end we have 210 Force damage

Oh but the best part we get to add a whole another one with the aid of our staff using quicken. so 420* force damage on average. Well actually since it has an attack roll targeting touch it is "only" 95% of that and some change as it also means ability to crit with it. Given that CL is 21 and easy ways to get SR penetration I am pretty sure that will be auto success on the roll.

My point in all of this is just, that even in the DPR department Martials aren't really that much better off.

* BTW Acording to the monster creation guideline chart you would have to go CR 23 for that not to be from full hp to dead.


Does that spell not require attack rolls?


Also, looking at the ungodly number of feats/items you piled into that one spell, does the martial get to go similarly expenditure happy?


RDM42 wrote:
Does that spell not require attack rolls?

Ranged touch attacks, so they basically always hit.

Liberty's Edge

RDM42 wrote:
Also, looking at the ungodly number of feats/items you piled into that one spell, does the martial get to go similarly expenditure happy?

8 Feats and 30k in items? Sure. Why not?

Though I wouldn't exactly call that 'expenditure happy' for 15th level. I mean...as a Wizard, you've got 11 Feats at that point, and what else are you spending them on? Item Creation? You surely don't need more than a couple of those. Discoveries? You can't have more than 3. And 30k is a drop in the bucket at that level.


How many level thirteen spell slots does your caster really have?


The effiency could be improved as well if needed. My point wasn't really that Martial can't get similar numbers. (Though they will need a lot more money.) My point was that if you want to focus on damage as a full caster, there are ways to be in the same league as martials, it would also take some heavy optimization to match those numbers. The caster will also still have all of their normal tricks to use as all that metamagic discount messing about means that they will not be hurting for spell slots.


What's the wizards DPR at level 14?


The wizard I posted about earlier with an animal companion is better (and efficient) DPR. A level 15 wolf turned dragon is definately better than blasting.


Andy Ferguson wrote:
What's the wizards DPR at level 14?

With the same investments, it drops by 25% as CL 20 is needed to get 4 balls. Everything else works just fine. Granted without Spell perfection available slots decrease drasticly.

However with the invest so far CL is 17, Orange ioun stone gets it to 18. If our blaster is an Arcanist or Wizard with exploiter archtype and potent magic exploit, that brings it up 20 again and the damage is the same as before.


Blackwaltzomega wrote:
A wizard has no need to be good for melee attacks

Let me break this down, if I am correct, your idea is to have Wizard be a dedicated caster but have a front-line of characters dedicated to melee but those roles should be druid or cleric or something rather than specialized martial characters?

Druids even in wild-shape are not as good on the front line as fighters. Natural attacks and natural armour cannot match proficiency and high movement in proper armour and weapons like Lucerne Hammer or Greataxe. Clerics are not fighters just because they are better combatants than Wizards.

These aren't even good at getting spells out on the front line.

Why?

Because pathfinder is so utterly built around the critical importance of magical items. Most profound are spell storing items and those that replicate spells. Treat such things as
-An extra spells slot loaded any previous day
-A spell slot that can be re-charged via a scroll
-A spell that eliminates all miss chance as they only cast on hit
-Reach for free as you can apply touch spells or spells of too short a range onto the front line
-quickened for free, effectively, as it is squeezed in between other action economy.

If you want spells on the front line, this is a far more effective way of doing it. Not with casters in dubious pseudo-martial form. Considering the front line is going to be attacking, hitting, unlike a cleric who must choose between making a melee attack or casting, these simple low level magic items allow any martial class to fulfil both frontline fighting and front-line casting.

Okay, you may not like this idea, lets just get out of the hypothetical perfect all-caster crew.

Lets just look at this naturally, odds are a party is going to be combatant heavy with a caster because you don't know what and when GM is going to throw at them. And in the campaign the GM drops some spell storing items.

Now if you're the caster, what are you going to do? You've got an Unchained Monk and Fighter on the front line, Rogue zipping around with crazy bluff checks pretending to be insane/escaping-prisoner. They've each got 1-2 spell storing weapons each, some have spell storing armour. So in downtime you've got around 6 spell slots going unfilled, why wouldn't you fill them? They've also got Purple-Cracked iuon stones of spell storing so you can even load up level 1 spells in downtime for them to deploy from the front line such as Color Spray.

They're in perfect position to use them as they're already on the front line, being surrounded, they've been focusing most on this situation and know who's been hit, who is about to hit and so on and it doesn't provoke for them to get this spell out.

Now these are damn good melee and ranged combatants now they're covering casting as well.

These sort of things totally outclass these pseudo-martial Casters.

You can't count out these very cheap magical items that the players are getting from very early level.

This solves the disparity allegations.


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To say Fighters are better on the frontline than a Druid... Is a Falsehood.


Alex Trebek's Stunt Double wrote:


Druids even in wild-shape are not as good on the front line as fighters. Natural attacks and natural armour cannot match proficiency and high movement in proper armour and weapons like Lucerne Hammer or Greataxe.

I am now convinced you have never seen a decent druid played or even a bad one whose read through the Polymorphamory.


So in your opinion, martials are better combatants than casters because caster make them magical weapon and armor, and then put spells in their magical weapons and armor?

And seriously, if you think that a fighter's stand-still-full-attack is better than druid's dire-tiger-pounce-full-attack, you still have a lot to see in PF.


I bet a Summoner isn't a better fighter either.


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Druids, summoners, clerics, alchemists, maguses, hunters, and what not are all terrible fighters.

They are simply better at actual fighting. And pretty much everything else.


Insain Dragoon wrote:
To say Fighters are better on the frontline than a Druid... Is a Falsehood.

Why is it false?

Another allegation.

Wildshape doesn't come at all till level 4 and even then only a single 4 hour stretch of the day.

You can become something like a Wolf which is medium but not a Dire Wolf or Winter Wolf which are Large Creatures. Wild Shape is "any small or Medium animal" which is under the animals list, not monsters or elemental till even higher levels. You of course cannot use any melee weapons, you can use the Wolf's natural attack which is only 1d4 with the Trip ability.

1d4 + Strength with trip is a far cry from 1d12 + 1.5*STR plus Reach plus masterwork plus magical weapon qualities.

Other than that your stats are the same except the minor +2 Strength bonus and others as in Beast Shape I that Wild-Shape is explicit is what is to be followed. HP, BAB, Saves, feats, none of these change. You lose way more than you gain.

As it stops you speaking it stops spells with verbal components. And nowhere does it say you can keep your armour when you transform, armour for humanoids is explicitly stated to only work for humanoids, not animals, you'd have to change into Barding. Still you have the limit of no metal. Also you're passing up Fighter's armour training.

Even at much higher levels what you CANNOT just copy the Dire Tiger's stats into your character stats. You get the Dire Tiger's natural attacks and only the stat changes in Beast Shape I/II/III etc and that is it. If GM allows copy-pasta of Dire Tiger then that is a problem with GM's not with Druid.

And what can fighters do on the front lines from Level 8? Especially considering all their capability up till this point.

Now I know how this game is played. When I criticise others for people short of facts I get snark like "ohh, holds up mirror" when I go into a lot of detail I'm castigated for "20 pages about how sky isn't blue".

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