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General Tabletop Discussion
*Dungeons & Dragons
barbarian damage reduction and combat healing economy
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<blockquote data-quote="Fanaelialae" data-source="post: 6645646" data-attributes="member: 53980"><p>I don't think Mobility is much of an issue. If you're moving in 20' and then moving away 20' you need an ally to interpose. If the monster dashes up to you each round while you retreat 40' on your turn, the DM needs to reassess his tactics. It also doesn't protect you from ranged attacks. It is nice for a rogue or other skirmisher, who can jump in on the fighter's target and still move out of range, but its no perfect defense, and Cunning Action pretty much gives them the ability to do that already (in which case Mobility just spares them the bonus action).</p><p></p><p>Yeah, you can make yourself pretty close to invulnerable with the right spells. Of course, due to the limited number of spell slots in 5e, as well as the short duration of most defensive buffs, it's more a trick to use for a special occasion or in an emergency. Assuming half a dozen fights a day, each of which lasts 3 rounds (somewhat dubious since this caster probably isn't contributing much to offense), a full caster would have to be at least 11th level to maintain Blur and Shield on every round of every fight. An EK is incapable of that, even at 20th level. Admittedly not as much of an issue if you only have one fight a day, but D&D casters have always excelled in that scenario (even a 1e 1st level Mage with his single Sleep spell, assuming he was lucky enough to have it).</p><p></p><p>Of course AC plus something else trumps just AC. Any "plus something else positive" will pretty much always beat the original by itself. That said, I wouldn't say that AC is a poor line of defense except by comparison. If your AC is high enough that you only get hit on a 20, then either you have my luck and constantly get crit anyway, or you only get hit/crit 1 in 20 attacks, at which point it's probably not enough damage for you to care about most of the time.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6645646, member: 53980"] I don't think Mobility is much of an issue. If you're moving in 20' and then moving away 20' you need an ally to interpose. If the monster dashes up to you each round while you retreat 40' on your turn, the DM needs to reassess his tactics. It also doesn't protect you from ranged attacks. It is nice for a rogue or other skirmisher, who can jump in on the fighter's target and still move out of range, but its no perfect defense, and Cunning Action pretty much gives them the ability to do that already (in which case Mobility just spares them the bonus action). Yeah, you can make yourself pretty close to invulnerable with the right spells. Of course, due to the limited number of spell slots in 5e, as well as the short duration of most defensive buffs, it's more a trick to use for a special occasion or in an emergency. Assuming half a dozen fights a day, each of which lasts 3 rounds (somewhat dubious since this caster probably isn't contributing much to offense), a full caster would have to be at least 11th level to maintain Blur and Shield on every round of every fight. An EK is incapable of that, even at 20th level. Admittedly not as much of an issue if you only have one fight a day, but D&D casters have always excelled in that scenario (even a 1e 1st level Mage with his single Sleep spell, assuming he was lucky enough to have it). Of course AC plus something else trumps just AC. Any "plus something else positive" will pretty much always beat the original by itself. That said, I wouldn't say that AC is a poor line of defense except by comparison. If your AC is high enough that you only get hit on a 20, then either you have my luck and constantly get crit anyway, or you only get hit/crit 1 in 20 attacks, at which point it's probably not enough damage for you to care about most of the time. [/QUOTE]
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