Posted December 03, 2016
![avatar](http://images.gog.com/5a46b260cb481bbe85c0f98101472aa2136930f7a573cd461f14dc0f3c30d0e9_avm.jpg)
In that regard I have to change my mind after reading MM's arguments: the average single-player module indeed is designed at a low level of difficulty, so as not to endlessly frustrate the people who hit the recommended button when making a rogue or bard. (I know, bards are awesome, but not when someone doesn't know what they're doing and hit recommend.)
I disagree with something that was said earlier, that modules get harder at higher levels. IMO it's usually the other way around. The difficulty curve is harder the lower your level. Level 1 is usually the hardest. You can be killed by a couple of goblins.
The longer you play the bigger survival cushion you get, the more feats you accumulate, the more magic items and potions you get. In practically everything I have played, by the time you get to the high teens you tend to be a lot more powerful vs the opposition. So early level balance is even more critical, and WM kind of suck there.
One of my favorite starting Feat setups for combat characters at 1st level is Power Attack/Cleave. Cleave at 1st level is a massive increase in combat capability when facing groups. When can a WM afford to take that? When can WM take Weapon Specialization? Blind Fight?
IMO WMs suck more up till about level 15, and it is only really in Epic where they really shine, more likely on level 40 powerbuilder servers, where all fighters are WMs. Sounds dreary to me.