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2024 Player's Handbook Reveal #2: "New Fighter"
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<blockquote data-quote="mellored" data-source="post: 9379906" data-attributes="member: 6801209"><p>It does have an effect on how much damage is taken though. Killing an enemy when it only had 3 turns instead of 4.</p><p></p><p>I don't think a champion wielding a maul is optimized out the wazoo. Advantage just works better with expanded crit range, even if they got the same amount of advantage.</p><p></p><p>Though you are correct i did not consider battlemaster dice on a crit.</p><p></p><p>As for initive, advantage means going first 75% of the time, and enemies have a 50% chance to die from an odd number of attacks.</p><p></p><p>So Champ gets 0.375 extra rounds per combat.</p><p>2d6+3 * 0.375 * 4 combats = +15 damage.</p><p></p><p>And at level 5 is is 2d6+4 * 0.375 * 4 * 2 = 33</p><p></p><p></p><p>I agree crit fishing by itself doesn't do much, even with advantage.</p><p>You also need add on dice (smite) to really boost it.</p><p></p><p>There has been more changes to the Champ. As of the playtest.</p><p></p><p>Level 7 is the extra fighting style.</p><p>Level 10 is 1/turn reroll any die. Which is likely going to reoll a miss, effectively make an extra attack.</p><p>Level 15 is 18-20 crit. So not much.</p><p>Level 17 is 18-20 "crit" death saves, with advantage. Making it extremely likely you will never die from being dropped, and fairly likely you stand back up.</p><p></p><p>Also, at level 5, 11, and 17 the Champion extra damage from initive and crit range scale, where as the BM dice do not.</p></blockquote><p></p>
[QUOTE="mellored, post: 9379906, member: 6801209"] It does have an effect on how much damage is taken though. Killing an enemy when it only had 3 turns instead of 4. I don't think a champion wielding a maul is optimized out the wazoo. Advantage just works better with expanded crit range, even if they got the same amount of advantage. Though you are correct i did not consider battlemaster dice on a crit. As for initive, advantage means going first 75% of the time, and enemies have a 50% chance to die from an odd number of attacks. So Champ gets 0.375 extra rounds per combat. 2d6+3 * 0.375 * 4 combats = +15 damage. And at level 5 is is 2d6+4 * 0.375 * 4 * 2 = 33 I agree crit fishing by itself doesn't do much, even with advantage. You also need add on dice (smite) to really boost it. There has been more changes to the Champ. As of the playtest. Level 7 is the extra fighting style. Level 10 is 1/turn reroll any die. Which is likely going to reoll a miss, effectively make an extra attack. Level 15 is 18-20 crit. So not much. Level 17 is 18-20 "crit" death saves, with advantage. Making it extremely likely you will never die from being dropped, and fairly likely you stand back up. Also, at level 5, 11, and 17 the Champion extra damage from initive and crit range scale, where as the BM dice do not. [/QUOTE]
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2024 Player's Handbook Reveal #2: "New Fighter"
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