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General Tabletop Discussion
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Adding decision points to the Champion. Others might follow?
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<blockquote data-quote="NotAYakk" data-source="post: 8498900" data-attributes="member: 72555"><p>To me, these all tell the same story. Just with different mechanics.</p><p></p><p>I'd want the choice to contain a different story and different mechanics at the same time, especislly for the champion, which is intended as a simple character.</p><p></p><p>Second, if making a run at the champion, I'd want to also fix it. Champion 3 is a feature that pays off way later; this makes it a really poor ability to give at level 3. It scales with number of attacks and dice.</p><p></p><p>If you are hitting for 4d6 (flaming gs), 19-20 crit range is "worth" .7 damage per swing; at 6 swings this is 4.2 damage per round. The 18-20 at 8 swings is 1.4*8, or 11.2 damage per round.</p><p></p><p>Meanwhile st level 3, it is worth 0.35 damage per round, 0.7 if you action surge.</p><p></p><p>In competition, BM 3 gets you 4d8 damage per short rest. Used utterly naively (not waiting for crits, just using for damage) the champion has to make 51 2d6 swings (!) to keep up with it.</p><p></p><p>---</p><p></p><p>Second, any such build choices is going to include trap options; the wrong choice. Champion is intended to be simple, including traps seems bad.</p><p></p><p>...</p><p></p><p>What I would suggest instead would be to remove traps (or at least lock ins).</p><p></p><p>Example: At level 3, let the champion switch fighting style as an action, or whenever they use action surge.</p><p></p><p>That ability has pretty awesome tactical depth. It can also be ignored, and the champion could just use it when they find a new awesome weapon.</p><p></p><p>At level 10, changing fighting style could be a bonus action, plus you get up to two active at once.</p><p></p><p>The character's choices become "what gear" rather than "what build".</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8498900, member: 72555"] To me, these all tell the same story. Just with different mechanics. I'd want the choice to contain a different story and different mechanics at the same time, especislly for the champion, which is intended as a simple character. Second, if making a run at the champion, I'd want to also fix it. Champion 3 is a feature that pays off way later; this makes it a really poor ability to give at level 3. It scales with number of attacks and dice. If you are hitting for 4d6 (flaming gs), 19-20 crit range is "worth" .7 damage per swing; at 6 swings this is 4.2 damage per round. The 18-20 at 8 swings is 1.4*8, or 11.2 damage per round. Meanwhile st level 3, it is worth 0.35 damage per round, 0.7 if you action surge. In competition, BM 3 gets you 4d8 damage per short rest. Used utterly naively (not waiting for crits, just using for damage) the champion has to make 51 2d6 swings (!) to keep up with it. --- Second, any such build choices is going to include trap options; the wrong choice. Champion is intended to be simple, including traps seems bad. ... What I would suggest instead would be to remove traps (or at least lock ins). Example: At level 3, let the champion switch fighting style as an action, or whenever they use action surge. That ability has pretty awesome tactical depth. It can also be ignored, and the champion could just use it when they find a new awesome weapon. At level 10, changing fighting style could be a bonus action, plus you get up to two active at once. The character's choices become "what gear" rather than "what build". [/QUOTE]
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Adding decision points to the Champion. Others might follow?
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