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RTU: a defensive counterpart to DPR
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<blockquote data-quote="Esker" data-source="post: 7859565" data-attributes="member: 6966824"><p>Yeah, if you are willing to make some assumptions about how often you encounter particular damage types, then incorporating resistance is easy. Self-healing is a bit trickier, seems to me, since you'd want to somehow factor in the opportunity cost of the action economy involved. But as a first approximation, taking a feature like second wind and just adding it to daily HP based on a standard 2 SR/day seems reasonable.</p><p></p><p></p><p></p><p>Yeah, I'd be interested in references if there are commonly accepted numbers there. But you also need to know how much damage the save effects are doing vs the attack effects.</p><p></p><p></p><p></p><p>In a single-character analysis, yes; cunning action disengage, for example is a survivability feature that isn't about AC or HP. But on a party level, usually someone is taking those attacks instead, and so adding up a party's RTU should still mostly work, I think? Of course, some kinds of tactical evasiveness, not to mention debuff effects that mostly serve to reduce the effectiveness of incoming attacks genuinely enhance the party's survival in a way that is difficult for this measure to account for. So maybe those things are the counterpart to control effects offensive side; i.e., things that don't directly do damage but improve the party's action efficiency.</p><p></p><p></p><p></p><p>Yeah, this is a very rough first approximation.</p><p></p><p></p><p></p><p>Team synergy is the huge elephant in the room that introduces a huge gulf between optimization analyses made in a vacuum and the actual optimization that you might do in a party inclined toward that sort of thing. When you have an actual party, your spell picks, feat picks, etc. are often not the ones that you'd think of as the optimal choices in a white room. I realize I'm not saying anything here that everyone doesn't know, but it's still worth saying out loud.</p></blockquote><p></p>
[QUOTE="Esker, post: 7859565, member: 6966824"] Yeah, if you are willing to make some assumptions about how often you encounter particular damage types, then incorporating resistance is easy. Self-healing is a bit trickier, seems to me, since you'd want to somehow factor in the opportunity cost of the action economy involved. But as a first approximation, taking a feature like second wind and just adding it to daily HP based on a standard 2 SR/day seems reasonable. Yeah, I'd be interested in references if there are commonly accepted numbers there. But you also need to know how much damage the save effects are doing vs the attack effects. In a single-character analysis, yes; cunning action disengage, for example is a survivability feature that isn't about AC or HP. But on a party level, usually someone is taking those attacks instead, and so adding up a party's RTU should still mostly work, I think? Of course, some kinds of tactical evasiveness, not to mention debuff effects that mostly serve to reduce the effectiveness of incoming attacks genuinely enhance the party's survival in a way that is difficult for this measure to account for. So maybe those things are the counterpart to control effects offensive side; i.e., things that don't directly do damage but improve the party's action efficiency. Yeah, this is a very rough first approximation. Team synergy is the huge elephant in the room that introduces a huge gulf between optimization analyses made in a vacuum and the actual optimization that you might do in a party inclined toward that sort of thing. When you have an actual party, your spell picks, feat picks, etc. are often not the ones that you'd think of as the optimal choices in a white room. I realize I'm not saying anything here that everyone doesn't know, but it's still worth saying out loud. [/QUOTE]
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