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*Dungeons & Dragons
A tweak for the Battlemaster fighter
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<blockquote data-quote="FrogReaver" data-source="post: 7789218" data-attributes="member: 6795602"><p>And that's ignoring the possibility that the higher damage lower chance to hit character already has the enemy dead at this point. </p><p></p><p>It amazes me that everyone that does that comparison never takes that scenario into account. It's always well the enemy is up with 1 hit remaining. NO. The enemy may very well already be dead by the higher damage lower chance to hit PC's previous hit. </p><p></p><p></p><p></p><p>That has nothing to do with overkill. It's not about doing more overkill, it's about less risky options being better in a game that already favors the PC's winning. That's a phenomenon I agree with. But it's not overkill.</p><p></p><p></p><p></p><p>Sure, Consistency has benefits. 2 important considerations:</p><p></p><p>1. Other PC's will be attacking your enemy as well. So the fight will really never hit that dangerously long territory because of that.</p><p></p><p>2. Extra attacks greatly reduce the overall variance. Considering a fighter can have SS + CE by level 4 and be making 3 attacks with it by level 5, I think that mitigates the issue enough to not worry about.</p><p></p><p></p><p></p><p>I agree with the general premise, but I think that in play there are more mitigating factors than you've provided. That said, none of this still has anything to do with overkill. We are talking damage distribution and variance and kill rates. Not wasting damage on variance.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7789218, member: 6795602"] And that's ignoring the possibility that the higher damage lower chance to hit character already has the enemy dead at this point. It amazes me that everyone that does that comparison never takes that scenario into account. It's always well the enemy is up with 1 hit remaining. NO. The enemy may very well already be dead by the higher damage lower chance to hit PC's previous hit. That has nothing to do with overkill. It's not about doing more overkill, it's about less risky options being better in a game that already favors the PC's winning. That's a phenomenon I agree with. But it's not overkill. Sure, Consistency has benefits. 2 important considerations: 1. Other PC's will be attacking your enemy as well. So the fight will really never hit that dangerously long territory because of that. 2. Extra attacks greatly reduce the overall variance. Considering a fighter can have SS + CE by level 4 and be making 3 attacks with it by level 5, I think that mitigates the issue enough to not worry about. I agree with the general premise, but I think that in play there are more mitigating factors than you've provided. That said, none of this still has anything to do with overkill. We are talking damage distribution and variance and kill rates. Not wasting damage on variance. [/QUOTE]
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