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Arguments and assumptions against multi classing
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<blockquote data-quote="Erechel" data-source="post: 7493048" data-attributes="member: 6784868"><p>I see no contradiction on Lance rules with Dueling whatsoever, and it is RAW and RAI as it fits the concept of the knight swell; I'm not saying that absurdiness of the halfling on a dog with 2 lances (that I neither see that absurd <em>per se</em>, or at least when you have a lot of absurdiness and cheese in many, many multiclasses). It isn't a two handed weapon. And I've made the Sword damage and it is 32. And no, nova isn't that. Nova is to use Action Surge and the four attacks with the superiority dice in the first round for 68 damage. In fact, as I've said, the horses keep dying (it appears that you did ignore that). Until now, I'm with my 4th horse. And also said that it was sustained in real gameplay, both as player and GM. We played on at least 2 dungeons, but also in mountain ranges and cities, and in the wilderness. Only two times I couldn't use my horse. And no, we didn't fumble most of our stealth checks, because we don't make group stealth checks. The monk is burdened with exploration, so I don't have to. And luring people to the right position is key for any group with minimum strategy. </p><p></p><p>I've also said that a short rest per fight isn't a bad assumption <em>when you aren't taking in account any other source of resolution.</em> Take poison, for example. With that only you increase damage by 2.5 for one minute (27.5 average, resourceless damage without OAs or critical hits). Also, using terrain features (both natural or provoked, such as stakes and caltrops) increase damage output; for example when you push a creature against fire (oil or alchemic fire thrown to the ground or tents), or knock it prone over caltrops, even without GM's fiat. And also, I've mentioned that maneuvers aren't only a "plus damage" issue: fear itself from Menacing Strike is a big go-to. We tend to make 2 fights per short rest, but also the fights tend to last less than five rounds, perhaps between 2 and 3. Enemies won't fight to the death unless pushed to, and once you have disabled their "big guns" (like Spellcasters, which I do, because I can't be surprised and have +5 to Initiative because of Alert), they tend to behave accordingly. I usually hamper spellcasters both via massive damage or via disarms and grapples to prevent casting, so I don't worry about AOE, and not that many CR 6 creatures have AOE. Lures are a part of our usual strategy (enemies tend to fear me, so we use other PCs to lure enemies, but when the enemy is stupid enough to not fear me, I'm the bait). As for the "Set pikes for charge": lunging strike. 15 feet reach with lance. And I always act first (+5 ini, no surprise). </p><p></p><p>Most of our troll fights end with the monk using its cape to blind them (grapple from the back) and my character pushing them from a cliff, or by sword burning with oil and fire (+1 fire damage, the sword is ruined after the fight; I don't mind because I can repair them). I'm quoting actual sessions. Most of our humanoid or beast fights (like winter wolves) end with the enemy routing after I take out their leaders and the monk cuts the grass (we are mostly a 3 man group, with one extra character each session). As a matter of fact, our GM is aware of our strengths, and uses beefed up monsters (trolls with ice attacks and 18 AC) merely to compensate our fighting proficiency. When I GM, fights are very difficult also, except with big dumb monsters. Armies of goblins or knights have a lot more resources than AOE.</p><p></p><p>As I've said, it is sustained over extensive gameplay.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7493048, member: 6784868"] I see no contradiction on Lance rules with Dueling whatsoever, and it is RAW and RAI as it fits the concept of the knight swell; I'm not saying that absurdiness of the halfling on a dog with 2 lances (that I neither see that absurd [I]per se[/I], or at least when you have a lot of absurdiness and cheese in many, many multiclasses). It isn't a two handed weapon. And I've made the Sword damage and it is 32. And no, nova isn't that. Nova is to use Action Surge and the four attacks with the superiority dice in the first round for 68 damage. In fact, as I've said, the horses keep dying (it appears that you did ignore that). Until now, I'm with my 4th horse. And also said that it was sustained in real gameplay, both as player and GM. We played on at least 2 dungeons, but also in mountain ranges and cities, and in the wilderness. Only two times I couldn't use my horse. And no, we didn't fumble most of our stealth checks, because we don't make group stealth checks. The monk is burdened with exploration, so I don't have to. And luring people to the right position is key for any group with minimum strategy. I've also said that a short rest per fight isn't a bad assumption [I]when you aren't taking in account any other source of resolution.[/I] Take poison, for example. With that only you increase damage by 2.5 for one minute (27.5 average, resourceless damage without OAs or critical hits). Also, using terrain features (both natural or provoked, such as stakes and caltrops) increase damage output; for example when you push a creature against fire (oil or alchemic fire thrown to the ground or tents), or knock it prone over caltrops, even without GM's fiat. And also, I've mentioned that maneuvers aren't only a "plus damage" issue: fear itself from Menacing Strike is a big go-to. We tend to make 2 fights per short rest, but also the fights tend to last less than five rounds, perhaps between 2 and 3. Enemies won't fight to the death unless pushed to, and once you have disabled their "big guns" (like Spellcasters, which I do, because I can't be surprised and have +5 to Initiative because of Alert), they tend to behave accordingly. I usually hamper spellcasters both via massive damage or via disarms and grapples to prevent casting, so I don't worry about AOE, and not that many CR 6 creatures have AOE. Lures are a part of our usual strategy (enemies tend to fear me, so we use other PCs to lure enemies, but when the enemy is stupid enough to not fear me, I'm the bait). As for the "Set pikes for charge": lunging strike. 15 feet reach with lance. And I always act first (+5 ini, no surprise). Most of our troll fights end with the monk using its cape to blind them (grapple from the back) and my character pushing them from a cliff, or by sword burning with oil and fire (+1 fire damage, the sword is ruined after the fight; I don't mind because I can repair them). I'm quoting actual sessions. Most of our humanoid or beast fights (like winter wolves) end with the enemy routing after I take out their leaders and the monk cuts the grass (we are mostly a 3 man group, with one extra character each session). As a matter of fact, our GM is aware of our strengths, and uses beefed up monsters (trolls with ice attacks and 18 AC) merely to compensate our fighting proficiency. When I GM, fights are very difficult also, except with big dumb monsters. Armies of goblins or knights have a lot more resources than AOE. As I've said, it is sustained over extensive gameplay. [/QUOTE]
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