TheSword
Legend
I don’t read your meaning here. I can’t work out if you are being insulting or acknowledging that you are wrong?Well color me goddamn shocked. I've literally never heard of this "all HD on long rest" thing. That's bloody huge and yet you are, I am not kidding, the first person to ever mention it anywhere I have looked.
You’re not factoring increased weapon damage from other sources that are readily available and extra attacks from multiple sources off hand/feats/attacks of opportunity etc. You’re also forgetting the benefit of the other subclass abilities - improved crit isn’t the only benefit. Not to mention the fact that it’s likely that a Battlemaster will use some superiority die for other things.No. It isn't. I've done the math. It simply is not.
Consider a mid-level party. Let's say 6th. Most classes and subclasses have their core features active by that point.
Battle Masters get 4d8 dice per rest. These have a floor of +4d8 damage in total, because any other use they could be put to should be more valuable (e.g. Precision Attack with Great Weapon Master). I will ignore the possibility of crits on these dice, since you declare most maneuvers after rolling to attack and thus you know whether they get crit-boosted or not.
Let's say the Champion has a 2d6 weapon, so his crits are fatter. At this level, both Fighters get 2 attacks per round and one Action Surge per rest, meaning 2 bonus attacks approximately every other combat.
Per your own math, even if we take a mid-range value of 4.5 rounds (which is long, the data skews closer to 3-4, not 4-5), and the larger number of combats at 4, we still end up with only 18 rounds of combat per day. Assuming 2 short rests in that time, the BM is getting 4.5x4x3=54 bonus damage from maneuvers. The Champion? Well! 18 rounds + 3 Action surges= 42 attack rolls. One out of every 20 attacks would crit already, so that doesn't help the Champion at all. But with their features they get another...two crits on average! For the whole day! So they're getting +4d6 = 14 damage. For the whole day. As opposed to +4d8 for one rest.
A spell every other round is not good. Particularly when some of those are presumably being sucked up by the seemingly ubiquitous shield, hp renewal, misty step etc to keep the wizard alive. So in truth more like a meaningful spell every 3 rounds. Not very good at all. The caster is down to winging it with a cantrip a round.And that's just comparing within the Fighter class. It isn't even touching on how much a well-played caster can achieve with their 10 (up to 13 for Wizards, Land Druids, and Clerics) spells. Which, incidentally, spellcasters at this level are already getting 2-3 spells per combat, and have enough slotted spells to cast at least one every other round.
So. You were saying how they would oh so quickly run out in the ways people actually play the game? That they would be horrifically inefficient? I'm not seeing it. The numbers don't add up.
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