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So I got trolled pretty hard over on the Gaming Den...

Started by Sacrificial Lamb, August 27, 2015, 01:44:48 AM

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Sacrificial Lamb

Quote from: RumataThe fighter is eternally locked into 1-6 campaign scale....

Quote from: Sacrificial LambI don't know, man. Right now, I'm running a 5th-level Warforged Dungeoncrasher Fighter, with both regeneration and damage reduction (via feats). My character does not feel weak to me in any way. Next session, he'll be 6th-level....and more effective than ever. If I take my next level in Barbarian....using the Barbarian Rage Variant, Whirling Frenzy (plus the Extra Rage feat).....I could temporarily get 3 attacks per round, +4 bonus to Strength, and +2 dodge bonus to AC and Reflex saves. If I instead take another level in Dungeoncrasher Fighter, then I'll be inflicting 8d6 points of damage + three times my Strength bonus.....when bullrushing someone into a wall (currently 19 Strength). And then I'd grab the Cleave feat (maybe). Or I could take another feat to further amp up either my regeneration or damage reduction. None of these options are terrible.

Quote from: Batman;855767You didn't notice that part?

Sure, I noticed it.

And I'm aware of the many problems with the core Fighter class for D&D 3.5. At high levels, it's the weakest PC class by a very high margin, and it has no unique abilities....making that a seriously major problem in class design and combat effectiveness. But even if he's a Fighter variant, I am technically still using a single-classed Fighter (and he's still very effective). However, I'll probably take a level or two in Barbarian (Bear Totem variant, maybe).....while keeping the rest of my levels as Fighter. Doing so could grant me extra attacks, and make my warrior into a better grappler.

Quote from: Sacrificial LambI don't know exactly what my Fighter will look at 10th-level, but he will still be kicking ass......so I don't feel totally dominated by Wizards, despite the prevailing wisdom that D&D 3.x Fighters suck.

Quote from: BatmanBlack Tenticles, Wall of Stone, Hold Monster, Baleful Polymorph, Telekinesis, Flame Strike, Righteous Smite, Divine Power, Greater Invisibility, Entervation, and Bestow Curse are all things that will rightly screw with your Warforged Fighter and likely have very little trouble doing so. Enervation is almost automatic, dropping a lot of your saves and adding penalties. Add in Bestow Curse and follow up with Hold Monster or Baleful Polymorph and now you're a turtle who believes they're a turtle.

But it's cool because in turn you can do loads of damage.....

I know that the base Fighter class has major problems, but I'll be part of an adventuring party.....and by 10th-level, a few of the rest of the adventuring party will potentially be able to cast Dispel Magic (or counterspell), so it's not like the fun is over by then.

D&D is a team activity, so no single character is expected to do everything anyway. While I was running my Luckbringer Druid, his greatest effectiveness was the use of his luck auras, healing spells, as well as his use of the Obscuring Mist spell (to help the party avoid ranged attacks). But he did not have the direct combat effectiveness that my Fighter had. This might drastically change when/if we reach five levels higher, but we'll see.

Every campaign is different. :)

Quote from: Sacrificial LambI could probably remain a single-classed Fighter, and still remain brutally effective for a long while.

Edit: I almost forgot.....for the Dungeoncrasher Fighter, they receive a +2 competence bonus on saves and AC vs traps....and at 6th-level, they receive a +10 bonus when breaking doors and objects. So yeah, I'm not complaining about my Fighter.

Quote from: BatmanIf you ever face a few spellcasters at that level you most likely would be unless you spend a lot of GP and feats shoring up those terrible saving throws.

Well, yeah. We're using 30 point buy for ability scores. That's nice, but not quite enough (for saving throws/resisting magic), so I'll need to purchase or commission some items that protect against some of the more debilitating magical effects.

And one thing to note.....is that the purchase, sales, and acquisition of magic items is by default expected in D&D 3.5......because it logically makes sense. If magic items can be crafted by a number of different people, and multiple other people desperately want these items, then such items will probably become part of a campaign's economy over time.

Logically, there's a market for everything and anything that can be created.....no matter how ridiculous or outlandish the item is. Since there have been tons of magic items in D&D adventure modules since the 1970's, they took that ball and rolled with it in 3e....by just more carefully codifying how the sales, purchase, and acquisition of magic items works.

So yeah, I'll probably have my Fighter buy some defensive magic items at some point.....but he's still doing great so far. Of course, all this goes without saying that I know that the Fighter class (for 3e/3.5) is both boring and martially weak (beyond mid-levels), at its foundation.....which is why my character is using a Fighter variant with multiple feats to deal with these inherent weaknesses in the class.

But I still like my Fighter anyway. :)

cranebump

Quote from: Sommerjon;855785It is about 3e. Kinda mandatory.

No kidding. Wish I'd-a laid down bets way back on page 2
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."