Archived from groups: alt.games.neverwinter-nights (
More info?)
"magnate" <chrisc@dbass.demon.co.uk> wrote in
news:1106048877.223604.251880@z14g2000cwz.googlegroups.com:
> Hi folks,
>
> I'm building a standard Human Fighter/Weapon Master. I took feats
> as follows:
>
> 1st - Weapon Proficiency (exotic)
> Weapon Focus (two-bladed sword)
> Two-weapon Fighting
>
> 2nd - Dodge
>
> 3rd - Mobility
>
> 4th - Spring Attack
>
> At 6th I will take Expertise and Whirlwind, allowing me to start
> as a WM at 7th. I'll get new feats at 9th and 12th, and I'm pretty
> certain they should be Ambidexterity and Improved Critical, but
> which would you take at 9th and which would you leave until 12th?
> Interested in your views,
This is an aside to the discussion of how to build a WM. The question
is: should you? I too thought the class looked super-cool when I
first got HOU. But on further study and without playing the class, it
seems to not be quite the deal I thought it was.
I won't do an exhaustive comparison, but here are my thoughts:
You can't possibly get to L1 WM until you've got 6 levels of other
classes (mostly fighter for all the required feats). And as far as I
can tell, you get no real benefits until you make level 5 WM, then
again at L7. In other words, you need to be character level 11 to see
any imrovement.
The loss of feats is tremendous. Dodge is useful, but expertise is
generally not for fighter types (spell casters yes). If you are moving
all over in combat, maybe mobility and spring attack are useful, but I
seem to just wade straight in with my fighters and my high AC does the
job. And how useful is whirlwind? Unless you have four attackers
around you, you are better off with your normal three attacks, right?
So you get Dodge, Weapon Focus, and have your choice of two (three if
human) other feats by 11th level. Meanwhile, a straight fighter gets
Dodge, WF, and eight (nine if human) other feats. You give up six
feats to get +1 to hit and an extra critical multiplier. You give up a
seventh feat to get the extra +2 to the threat range. But the worst
thing is the complete dependence on critical hits for the improvement
for the class. It's great if you don't fight critical immune
opponents, but if you do you are just a poor fighter. And so many of
the tougher opponents are immune to criticals.
Would you rather have Power Attack, Cleave, Great Cleave, Toughness,
Weapon Specialization, and Exotic Weapons, or +1 to hit and +1X to the
multiplier.
Lastly, the benefits only work if you have a good weapon. That's not a
bad deal in HOU, where, especially if you are on your second go-round,
you can pick a great weapon you know you'll find, or know you'll just
"build your own" when you get to the Underdark. If you are in another
campaign, you are at the mercy of the designer. Roleplaying a dwarven
WM with a Dwarven Waraxe might seem cool, but I'd guess that most
modules won't have a magical one available for your character.
I'm not saying you have to powergame every decision, but I just don't
see how the WM is any more interesting than a single-weapon-dedicated
fighter, which has a lot more flexibility (one of the things I enjoy in
play).
--
John Viveiros
xxjjv4xx@prodigy.net
remove the x's to reply