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General Tabletop Discussion
*Dungeons & Dragons
The final word on DPR, feats and class balance
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<blockquote data-quote="TwoSix" data-source="post: 7437162" data-attributes="member: 205"><p>No, but it's an awful lot of chaff for relatively little wheat, and then it turns out you have celiac disease anyway. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Well, both sides (all sides, really, there's more than 2 camps here) have some truth to them, which is usually what drives these kinds of conversations on and on (and on). You might compare it to worldbuilding. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>There was a previous poster in this thread (@Mistwell, I think?) who pointed out that we simply lack the ability to codify the value of utility in any analytical fashion, so online comparisons tend to gravitate towards what we CAN measure, which is damage potential. I think people are right to point out that there are so many factors involved in resolving encounters that the damage potential of any one character is a relatively small factor; and positing it as something of gamebreaking relevance is a bit of an exaggeration outside of the most combat oriented games.</p><p></p><p>That being said, damage potential might not be the most important factor, but it isn't nothing. Most characters do get into combat, and for a lot of classes, they spend the majority of the combat rolling attacks with their weapon. And when you can select a higher damage weapon build for no measurable opportunity cost, why wouldn't you? I mean, I don't see anyone advocating for wearing padded over studded leather, or chain over plate. "It's just for the flavor, don't worry about your Armor Class!" The correct way to refute the OP's point would be to try to measure the value of what the character is giving up to gain their high damage build. "Yes, you do 30% more damage, but the Actor feat will allow you to bypass at least 25% of social encounters, which make up 45% of our game!" </p><p></p><p>The ideal compromise would be, of course, simply adopting my modest proposal from way back in the beginning of the thread as a community standard. But, you know, "blegh". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="TwoSix, post: 7437162, member: 205"] No, but it's an awful lot of chaff for relatively little wheat, and then it turns out you have celiac disease anyway. :) Well, both sides (all sides, really, there's more than 2 camps here) have some truth to them, which is usually what drives these kinds of conversations on and on (and on). You might compare it to worldbuilding. :) There was a previous poster in this thread (@Mistwell, I think?) who pointed out that we simply lack the ability to codify the value of utility in any analytical fashion, so online comparisons tend to gravitate towards what we CAN measure, which is damage potential. I think people are right to point out that there are so many factors involved in resolving encounters that the damage potential of any one character is a relatively small factor; and positing it as something of gamebreaking relevance is a bit of an exaggeration outside of the most combat oriented games. That being said, damage potential might not be the most important factor, but it isn't nothing. Most characters do get into combat, and for a lot of classes, they spend the majority of the combat rolling attacks with their weapon. And when you can select a higher damage weapon build for no measurable opportunity cost, why wouldn't you? I mean, I don't see anyone advocating for wearing padded over studded leather, or chain over plate. "It's just for the flavor, don't worry about your Armor Class!" The correct way to refute the OP's point would be to try to measure the value of what the character is giving up to gain their high damage build. "Yes, you do 30% more damage, but the Actor feat will allow you to bypass at least 25% of social encounters, which make up 45% of our game!" The ideal compromise would be, of course, simply adopting my modest proposal from way back in the beginning of the thread as a community standard. But, you know, "blegh". :) [/QUOTE]
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