*yawn*
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Knowing I shouldn't, I'll bite on this one anyway. The core PF fighter hits more often than his core 3.5 counterpart for a couple of reasons: 1) Weapon training 2) Power attack is -1 for +2 for 1H weapons, -1 for +3 for 2H weapons |
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Two-hander I've pretty much talked about the difference in the Power Attack discussion above and the builds are similar to 3.5 builds in terms of equipment and whatnot. |
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Manoeuvre Monkey The core PF fighter who specializes in combat manoeuvres is better at every level other than the first two than his core 3.5 counterpart. This is because combat manoeuvres are based off of the weapon being used, so he gets bonuses from every buff imaginable: BAB, Improved/greater feats, weapon training, weapon focus, magical enhancement on the weapon itself, bless, bard etc. |
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Archer Core PF fighter archers do crazy damage at all levels because of vital strike (-1/+2 like power attack for bows), weapon training, and the like. They hit more often and can do obscene damage, disregarding cover, concealment and the like. Despite being more MAD than a melee fighter, archer fighters out-damage their two-hander counterparts in most situations at all levels because they are full attacking all the time and have rapid shot and many shot all the time. |
| And I never said that 3.5's wild shape/polymorph wasn't more powerful, or that it couldn't be more effective for someone that has the time/patience to deal with such stuff (either someone who doesn't mind hand-writing/printing 20+ different character sheets or purposefully restricting themselves and only using two or three forms, or is in a PBP environment where it's just typing, and even in combat you have time to reference websites and do the calculations before you post your combat info). I simply said it's overall easier to use, especially in a pen-and-paper fast-paced GM environment, which you seem agree that it is. |
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So... for pathfinder... in Core, can you make a melee combatant that is as interesting and versatile and useful and non-spellcasting as the Core Horizon Tripper? http://www.giantitp.com/forums/showthread.php?t=80415 |
| As for the power attack thing.. right. So in games where fighters take Power Attack and don't take Shock Trooper/use power attack against non-incapacitated enemies, the pathfinder fighter is superior? |
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Sickened is -2. Unless, unlike everything i've seen in PF so far, it actually stacks up to nauseating, how is that going to help you? And if you're attacking something enough times that your 16-20 crit range is critting multiple times, and it isn't dead, and you're not dead, that's really weird, given how damage scales at higher levels. Either something is immune to you, i.e. you're not critting or it's dead, with 10+ attacks and therefore doesn't care that it's nauseated. 2d6 bleed damage is 6 damage/round. See previous point about things taking hits not dying etc. Also pretty sure any kind of healing magic or fast healing or regen stops bleed. Which is most stuff at level 11+. Also, how is the PF fighter in these low op games finding these feats amongst all the shiny-looking useless feats? I mean his buddy the wizard is using magic missile at level 11, right, so why is this guy cherrypicking feats so well? |
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I was under the impression that CMD in pathfinder scaled a lot faster than str/dex trip/bullrush etc defenses in 3.5, so you NEEDED those bonuses just to keep up. As evidenced by the fact that your trip focused PF fighter is failing to trip some 60% of the time, and a similarly low-op 3.5 fighter succeeds more than 50% of the time. I was also under the impression that weapon focus did not stack with weapon training. |
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Originally Posted by Pathfinder combat manoeuvre rules
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
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He pretty much nailed it, by level 20 I can pretty easy manage a Fighter that is throwing out. ATK:40/40/35/30/25. 2d6+42 Damage. 18-20x3. Critical Damage. Or on average about 200 damage a round. (Give or take for misses and critical) Which is more then Enough to cut down most Casters and its not like your gonna miss them that much. (Which is not to say they can't one shot you if you don't beef up your saves, any maybe if you do) |
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As for ranger. (Thinks you get in Pathfinder that you don't in 3.5) d10 HP instead of d8. 4/4/3/3 Spells Instead of 3/3/3/3. Six Combat Style Feats Instead of three. (And they are generally more flexible in Pathfinder) Favored Terrain. Improved Evasion over Normal Evasion. Quarry and Improved Quarry. Master Hunter. |
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Fighters. Bravery. (Kind of sucks but what ever) Armor Training. (A possible +4 Armor and -4 ACP) Weapon traning. (+4 Attack and Damage, on top of what ever your weapon gives) Weapon Master. (Better Criticals) Armor Mastery. (5/- DR) |
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Honestly Rejakro if you can't see this a marked boost then you cant be reasoned with. And don't get me wrong Fighter and Ranger needed a boost to kind of even them out with casters latter. |
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And as for the DM doing to counter the casters. OK. Pit Fiend. Spell Resistance:31. FT:24. RF:21. WP:18. AC:38. HP:380. Immune to... A bunch of stuff. Lets say you have a level 20 Mage. INT:31. Improved Spell Focus/Penetration. Level Eight Spell. That's a Spell Pen Check of 1d20+20. Or a 45% change to get thought. (Maybe a little better if I am missing something) With a DC:30. (Or 12 for a will save, 9 for a RF, 6 for a FT) You will notice that the warrior I came up with Cant miss twice, and will most likely land all but one hit. And most Likely Critical once. Which is to say that there is very little change that the pit fiend will last more then two or three rounds vs the warrior, Which is about what I give it vs the caster, if the Pit field doesn't decide to.. you know have a brain and kill the caster. |

| But I will be honest its most likely a mute point to talk to you, you seam like you already "Know whats going on" and are basically going to argue your points and ignore any point that dose not match up with yours. I could be wrong and you could actually be discussing things like you see them, just saying I have never had a problem DMing or Playing that was not caused largely by a imbalance in player skill of min-maxing. |
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The point is that you can make any... Well almost any class VERY impressive. Some are easier to make impressive. You continued statement that "You can't make a (Enter Class) hear that is as good (Enter class) Hear" Is simply assanine, what you mean is YOU cant do that. |
| As a case and Point. Almost every player I have ever seen Hold the Position that you can't make a Bard that is Power house in anything. I normally disagree with the statement that you can make a VERY Effective bard. But I am inclined to agree that I have never seen a Bard that was the rockstar of a group. I will not say It can't be done. But I have not seen it done. |
| You seam to hold bards in such high esteem that it makes me wonder how impressive B your wizard would be, because there should be no contest there. Bards spell pen can't be any higher then a Wizards, and there Spell CR's are going to be lower by virtue of only being a 6th spell level casting class. And wile I'm a big fan of the bard spell selection, what exactly are you killing the boss with as a bard? |
| My final word is this, If you think that you can make a Bard that is going to easily down a Min Maxed Fighter then your statement about being able to optimize a fighter is basically null and void, and we are not even talking about some of the classes that are really good against Casters, a monk or Paladin is a much better choice. |
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Again that's not to say that a bard could not under any circumstance beat the fighter, or a wizard would not have the upper hand at some levels, it is simply to say this huge gap you are talking about does not exists in most games. And if it does then it is the by product of (Sense you like to make lists) #1: A pore selection of monsters on the part of your DM, picking nothing but lower saving throw monster and SRless mosnters. Not to mention some monsters that are immune to some spell effects, #2: Players who simply don't know what they are doing with there Melees. I have seen allot of fighters that do make VERY bad choices that you have as of yet states nothing about. (I.E. I normally pick up some Save boosting feats and A cloak of Resistance) Not to mention Dex and Con Items. |
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most Wizard vs Melee Fights Should go something like this. A: Mage downs Melee in First or Second Round. B: Melee Kills Mage in Second or third round. |
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Now you are going to have Wizards who Really know what they are doing. And you are going to have miss matches at times. (I.E. Wizard with a Fast Fly spell vs Fighter with no ranged attack or way to get to him) Ext. And you are going to have miss matches on the other side. (I.E. Fighter Charges in and Critical First thing) But its not this matter of. Wizard is AMMAZINAA! Fighters DRULE! That you seam to be going on about. |