The nature of the adventure/game in which it matters is what makes long rests infrequent.
That is, the assumption that the adventure is sufficiently challenging, and therefore any discussion of balance is relevant. If the adventure is not sufficiently challenging such that balance does not...
With the 24hr recharge limit of long rests as well as the 8hr waiting time, long rests really shouldn't be frequent.
I mean, unless you want the game to be easy. But if the game's easy, character effectiveness doesn't really matter all that much.
The reason I can't seem to believe that martials are so far behind casters in terms of anything is because I've really yet to hear anything concrete in favor of that argument. Its all mostly vague assertions based on several implicit assumptions which I'm supposed to hold true, despite my...
No, I mean a single fighter could potentially rush down and kill a single-monster moderate encounter without crits if they roll high. Obviously hitting is required but you don't really have to crit.
I'm also technically not even including shenanigans that could end encounters much higher CR...
Action Surge.
Its...a bit strange how we can pretty much excuse a wizard's luck in a situation that massively benefits a particular tool in their toolbox, but we do not afford the fighter the same thing.
If two or three fighters spend their first turn just whacking at a single boss monster...
I'll also try running these sims with those adjustments. I've already changed a few parameters to imitate those feats and fighting styles.
Its actually pretty much as you'd expect. Sword-and-board survives about twice as many fights as Greatsword user, but Greatsword user ends fights about...
Changing the roll value needlessly complicates the simulation and makes it take longer. We know that GWF is mathematically equivalent to a +1, so I wouldn't waste my time on it. Anyone else is free to do so.
As for running 1,000,000 simulations, the output I get is this:
Number of deaths for...
It should be noted that Sprites no longer require a save to inflict charm.
You could, theoretically, use this as a cantrip charm and as long as the attack hit, the target couldn't fight you about it. So now you have free advantage on any charisma checks...
As long as you can convince them of...
You're partially correct, good catch. Its actually having the enemy counter attack each time the fighter attacks and if the enemy succeeds, their attack interrupts the fighter's turn, which obviously isn't how normal combat works.
#include <stdio.h>
#include <stdlib.h>
#include <time.h>...
OK, fine. How about this:
I made a simulation that takes two fighters, both level 20. They are fighting an enemy. We assume the fighters have a 65% chance to hit the enemy. One fighter deals 2d6 + 6 damage to represent the fighter with GWF and the other does 2d6+5 as a defense-fighter. The...
My counterargument is that you can't use Dueling or Two-Weapon fighting on a Two-handed build at all.
While yes, the bonus is the weakest, its also the only bonus for great weapon users, which are the strongest already in terms of damage.
So its less that GWF gives little benefit and more...
(This is about the 2024 version of GWF)
I'm sure many immediate reactions to the title would be "What is this poster talking about? The calculations have been done ad nauseam and its clear that GWF doesn't hold up to snuff." And while I too was under the impression that the math was solid and...