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General Tabletop Discussion
*Dungeons & Dragons
Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Gammadoodler" data-source="post: 8494130" data-attributes="member: 6914290"><p>I think the mook scenarios that involved a fighter killing 1000 people in an army required enemy AC not more than 12 or 13, and HP not much more than 11..and tohit somewhere around +2 (though this could likely get up to about +5 assuming a fully AC based defensive loadout). I believe the assumptions also included the enemy only using clubs in melee and not rotating or readying attacks.</p><p></p><p>Deviations from these assumptions cause wide swings in the results, if suddenly your fighter can miss or not guarantee a kill on a hit, their efficiency drops like a stone. If baddies can hit on a 19, you've cut survivability in half. If more than 8 baddies can attack a turn, similar and separate drop in survivability. If baddies have readied attacks to expend before they get slaughtered..another drop. </p><p></p><p>Basically to achieve the "slaughter 1000" result, the army has to be composed of poorly trained, poorly equipped Keystone cops. </p><p></p><p>Now..change that to shortbows, and things are several orders of magnitude worse. Because then you have to add an assumption that your fighter has gotten into melee range at full health, instead of taking attacks from anyone within 320 feet (1/400 chance to hit at long range, but 4200 something squares are within range and close to 300 squares would be within normal range. Some amount of damage will get in, likely a lot considering you need 6 turns of movement to close.) </p><p></p><p>Fighter has a budget of somewhere around 80-100 hits they can take assuming 3.5 avg dmg from shortbow dice without any modifier or crits (another significant assumption). From short range alone, you could be looking at 7-14 hits/turn without rotation (add in another 3-7 hits with rotation). Fully kitted fighter goes down in like 15 rounds max, possibly in as few as 5 just from short range + walking distance from short range. </p><p></p><p>Our fighter dies to an army that can fit in a decent-sized auditorium having killed a number of enemies that could fit in some city buses.</p><p></p><p>TL;DR </p><p>Any scenario that leads to a melee fighter having a meaningful impact against massed enemies with ranged weapons relies on a dubious and <strong>extremely</strong> brittle set of assumptions.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8494130, member: 6914290"] I think the mook scenarios that involved a fighter killing 1000 people in an army required enemy AC not more than 12 or 13, and HP not much more than 11..and tohit somewhere around +2 (though this could likely get up to about +5 assuming a fully AC based defensive loadout). I believe the assumptions also included the enemy only using clubs in melee and not rotating or readying attacks. Deviations from these assumptions cause wide swings in the results, if suddenly your fighter can miss or not guarantee a kill on a hit, their efficiency drops like a stone. If baddies can hit on a 19, you've cut survivability in half. If more than 8 baddies can attack a turn, similar and separate drop in survivability. If baddies have readied attacks to expend before they get slaughtered..another drop. Basically to achieve the "slaughter 1000" result, the army has to be composed of poorly trained, poorly equipped Keystone cops. Now..change that to shortbows, and things are several orders of magnitude worse. Because then you have to add an assumption that your fighter has gotten into melee range at full health, instead of taking attacks from anyone within 320 feet (1/400 chance to hit at long range, but 4200 something squares are within range and close to 300 squares would be within normal range. Some amount of damage will get in, likely a lot considering you need 6 turns of movement to close.) Fighter has a budget of somewhere around 80-100 hits they can take assuming 3.5 avg dmg from shortbow dice without any modifier or crits (another significant assumption). From short range alone, you could be looking at 7-14 hits/turn without rotation (add in another 3-7 hits with rotation). Fully kitted fighter goes down in like 15 rounds max, possibly in as few as 5 just from short range + walking distance from short range. Our fighter dies to an army that can fit in a decent-sized auditorium having killed a number of enemies that could fit in some city buses. TL;DR Any scenario that leads to a melee fighter having a meaningful impact against massed enemies with ranged weapons relies on a dubious and [B]extremely[/B] brittle set of assumptions. [/QUOTE]
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