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<blockquote data-quote="Argyle King" data-source="post: 6072527" data-attributes="member: 58416"><p>I like what he said about tactics in the encounter with the Bugbears. That's pretty much exactly what I have been trying to say in previous threads as to why I prefer less metagame parts to how the "physics" (for a lack of better words) works in the game. I prefer to make decisions from the point of view of what makes sense given the situation; not what makes sense according to what the mechanics say. In the current edition, there have been many times when performing what would be good tactics given the situation and narrative actually turn out to be stupid things to do because of the ways the rules work and vice versa. </p><p></p><p>I see some potential problems with the idea of being able to split damage dice into multiple attacks. The problem I see at higher levels (which is when you'd have a lot of multiple dice to split) is that many powerful effects don't require damage to kill or shut down the enemy. In those cases, hitting is more important than doing damage. For example, let's say I have an ability or magic item or whatever which allows me to stun foes that I hit, and I have 4d8 damage available to me. In a fight with multiple foes, I'm fine with doing far less damage because I can stun all of them and then allow the rest of the party to mop them up. Alternatively, I might just do the same move over and over again; stun locking the enemy and killing them over time with no danger posed to myself.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6072527, member: 58416"] I like what he said about tactics in the encounter with the Bugbears. That's pretty much exactly what I have been trying to say in previous threads as to why I prefer less metagame parts to how the "physics" (for a lack of better words) works in the game. I prefer to make decisions from the point of view of what makes sense given the situation; not what makes sense according to what the mechanics say. In the current edition, there have been many times when performing what would be good tactics given the situation and narrative actually turn out to be stupid things to do because of the ways the rules work and vice versa. I see some potential problems with the idea of being able to split damage dice into multiple attacks. The problem I see at higher levels (which is when you'd have a lot of multiple dice to split) is that many powerful effects don't require damage to kill or shut down the enemy. In those cases, hitting is more important than doing damage. For example, let's say I have an ability or magic item or whatever which allows me to stun foes that I hit, and I have 4d8 damage available to me. In a fight with multiple foes, I'm fine with doing far less damage because I can stun all of them and then allow the rest of the party to mop them up. Alternatively, I might just do the same move over and over again; stun locking the enemy and killing them over time with no danger posed to myself. [/QUOTE]
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