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Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
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<blockquote data-quote="clearstream" data-source="post: 7237005" data-attributes="member: 71699"><p>You should really rule out GFB, or impose a ratio for bounces (how often is a second foe within 5' of first foe?). And a ratio for SA conditions and Sentinel conditions being met by having allies nearby, and SA conditions being met for advantage (or does poster need to specify how they're yielding or not requiring advantage?) Also target AC, saves, Athletics and HP. And opening distances (could be a random point with in a range with a flat distribution, or a normal distribution.)</p><p></p><p>I see a lot of theory-crafting around damage-dealing that ignores <strong>applicability</strong>. A better abstract construct for force will identifies that "<em>For damage to be effective, we must apply it</em>". When you write that down you think - "<em>That's hardly rocket science!</em>" - don't you?! Think of the contrary construction, "<em>For damage to be effective, we need not apply it</em>". Application requires awareness of target, range to target, ability to move to target: our ability to dominate in those dimensions will act as force multipliers. What would be really great would be to have an improved construct.</p><p></p><p>Most people seem to simply go</p><p></p><p>damage*accuracy</p><p></p><p>the elements that I think we need to see in the estimate are</p><p></p><p>damage*accuracy</p><p>a construct for distance, range and movement</p><p>constructs for satisfying a few major preconditions (e.g. Sneak Attack, cleave, advantage, Sentinel, Riposte, GFB bounce) which of course some builds will be able to demonstrate are obviated and treat as some pre-decided fraction</p><p></p><p>I like that you specify a "day". I am finding 4 combats with 5 rounds each, with 1 short rest between them, more common. Maybe just because it fits my real world constraints better, but I've heard other DMs say something similar. Still - it's very right minded to assert it because it caps superiority dice per combat etc.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7237005, member: 71699"] You should really rule out GFB, or impose a ratio for bounces (how often is a second foe within 5' of first foe?). And a ratio for SA conditions and Sentinel conditions being met by having allies nearby, and SA conditions being met for advantage (or does poster need to specify how they're yielding or not requiring advantage?) Also target AC, saves, Athletics and HP. And opening distances (could be a random point with in a range with a flat distribution, or a normal distribution.) I see a lot of theory-crafting around damage-dealing that ignores [B]applicability[/B]. A better abstract construct for force will identifies that "[I]For damage to be effective, we must apply it[/I]". When you write that down you think - "[I]That's hardly rocket science![/I]" - don't you?! Think of the contrary construction, "[I]For damage to be effective, we need not apply it[/I]". Application requires awareness of target, range to target, ability to move to target: our ability to dominate in those dimensions will act as force multipliers. What would be really great would be to have an improved construct. Most people seem to simply go damage*accuracy the elements that I think we need to see in the estimate are damage*accuracy a construct for distance, range and movement constructs for satisfying a few major preconditions (e.g. Sneak Attack, cleave, advantage, Sentinel, Riposte, GFB bounce) which of course some builds will be able to demonstrate are obviated and treat as some pre-decided fraction I like that you specify a "day". I am finding 4 combats with 5 rounds each, with 1 short rest between them, more common. Maybe just because it fits my real world constraints better, but I've heard other DMs say something similar. Still - it's very right minded to assert it because it caps superiority dice per combat etc. [/QUOTE]
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