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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
1 level fighter dip too easy?
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<blockquote data-quote="xiphumor" data-source="post: 8680530" data-attributes="member: 7033055"><p>It seems as though Perfect Assault would be precisely why the combat might not last long. Let’s imagine the following:</p><p></p><p>Step 1: convert a 2nd level spell slot into 4 exertion.</p><p>Step 2: Use your action on Perfect Assault, granting 4 attacks. This costs 3 exertion.</p><p>Step 3: Use a maul on World Shaking Strike for each of your attacks. This costs 3 exertion per strike. (As far as I can tell, this doesn’t conflict with the requirement that you choose maneuvers that don’t grant more attacks, as it doesn’t; it grants an AoE.)</p><p>Step 4: The description reads that creatures who fail the save take damage as if hit by your weapon, so smite each time. Just the vanilla smites, mind you, not the empowered smites. We’re doing an extra 6d8 damage each time, but nothing more.</p><p></p><p>At the end of this, we lose the 1 exertion we had, but that’s no matter. We also gain a level of fatigue, but we can ignore that if we’re a human marathon runner, and it’s just ability checks anyway, so it might be worth it for now. Assuming 20 STR, we’ve now done 4 * (2d6 + 6d8 + 5) or an average of 156 damage per target. Oh and if we had the Stand Tall Stance (which is conveniently 1 exertion), they likely had disadvantage on the saving throw.</p><p></p><p>Meteor Swarm, for context, does an average of 98 damage per target.</p><p></p><p>Now when your next turn comes around, grin at the Wizard, convert a 5th and a 3rd level slot into exertion, and do it again. Granted, you only have two smites left, so this time it does 4 * (2d6 + 5) + 2 * 6d8 damage, or an average of 102 damage per target instead, but we’re still outpacing meteor swarm.</p><p></p><p>All of this assumes we don’t have a magic weapon by this point which has no additional damage or effects.</p></blockquote><p></p>
[QUOTE="xiphumor, post: 8680530, member: 7033055"] It seems as though Perfect Assault would be precisely why the combat might not last long. Let’s imagine the following: Step 1: convert a 2nd level spell slot into 4 exertion. Step 2: Use your action on Perfect Assault, granting 4 attacks. This costs 3 exertion. Step 3: Use a maul on World Shaking Strike for each of your attacks. This costs 3 exertion per strike. (As far as I can tell, this doesn’t conflict with the requirement that you choose maneuvers that don’t grant more attacks, as it doesn’t; it grants an AoE.) Step 4: The description reads that creatures who fail the save take damage as if hit by your weapon, so smite each time. Just the vanilla smites, mind you, not the empowered smites. We’re doing an extra 6d8 damage each time, but nothing more. At the end of this, we lose the 1 exertion we had, but that’s no matter. We also gain a level of fatigue, but we can ignore that if we’re a human marathon runner, and it’s just ability checks anyway, so it might be worth it for now. Assuming 20 STR, we’ve now done 4 * (2d6 + 6d8 + 5) or an average of 156 damage per target. Oh and if we had the Stand Tall Stance (which is conveniently 1 exertion), they likely had disadvantage on the saving throw. Meteor Swarm, for context, does an average of 98 damage per target. Now when your next turn comes around, grin at the Wizard, convert a 5th and a 3rd level slot into exertion, and do it again. Granted, you only have two smites left, so this time it does 4 * (2d6 + 5) + 2 * 6d8 damage, or an average of 102 damage per target instead, but we’re still outpacing meteor swarm. All of this assumes we don’t have a magic weapon by this point which has no additional damage or effects. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
1 level fighter dip too easy?
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