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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="DND_Reborn" data-source="post: 8494292" data-attributes="member: 6987520"><p>True, but I <em>try</em> to avoid it when I can. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Got it. This was my approach:</p><p></p><p>1) Built a 20th level Champion Fighter, Hill Dwarf, STR 20, CON 20 after ASIs (3 for STR/CON) and Feats (Dwarven Fortitude, Durable, Tough, HAM; with added another +1 STR and +1 CON to his starting 16's). Dueling and Defensive styles.</p><p>2) HP: 284 given average (6) per level after 1st, Hill Dwarf bonus +20, Toughness +40.</p><p>3) Plate, Shield +1, Defense style, Cloak of Protection +1 to give AC 23.</p><p>4) Scimitar of Speed (+2 attack/damage) to allow bonus action attack, for a total of 5 attacks most rounds.</p><p>5) Attack +13, Damage 1d6+9</p><p>6) Mooks were modified guards with AC 14 (no shield), HP 11, and short bows (+3 attack, damage 1d6+1 (4), 2d6+1 (8) on crits, which all the attacks were that hit...) so more than 8 could attack (which is why I avoided melee).</p><p>7) Due to HAM and DR 3, damage is reduced to 5 average.</p><p>8) Assumed fighter could use movement to get close enough to engage 5 targets each round.</p><p>9) With cleaving through rule in DMG, resulted in 19 kills due to excess damage finishing off the hits that did minimum and failed to kill.</p><p>10) Used Actions Surges and Second Wind in early rounds. Second wind restored avg 25 hp.</p><p>11) Thereafter, with 50 mook attacks per round, waited until <em>Survivor</em> feature kicked in once below half maximum.</p><p>12) When HP dropped below 100, spend 1 round Dodging to use Dwarven Fortitude and regain automatic 15 HP those rounds due to <em>Durable</em> feat (minimum double CON +5 on d10 is 10, plus CON +5 is 15).</p><p>13) Had to use Dwarven Fortitude and spend HD to recover every 11th round at that point.</p><p>14) Finally, 220 rounds after started using Dwarven Fortitude, HD ran out, so then it was just until remaining HP was depleted.</p><p></p><p>With over 280 rounds at 4.75 kills per round, it was over 1300 guard archers before death.</p><p></p><p>Now, if you <em>really</em> played this out, I know it would be much less due to the fact that the guards would constantly be moving while shooting instead of just "standing there", but even so I imagine the numbers would be pretty big, certainly what I would qualify as "superheroic." <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8494292, member: 6987520"] True, but I [I]try[/I] to avoid it when I can. ;) Got it. This was my approach: 1) Built a 20th level Champion Fighter, Hill Dwarf, STR 20, CON 20 after ASIs (3 for STR/CON) and Feats (Dwarven Fortitude, Durable, Tough, HAM; with added another +1 STR and +1 CON to his starting 16's). Dueling and Defensive styles. 2) HP: 284 given average (6) per level after 1st, Hill Dwarf bonus +20, Toughness +40. 3) Plate, Shield +1, Defense style, Cloak of Protection +1 to give AC 23. 4) Scimitar of Speed (+2 attack/damage) to allow bonus action attack, for a total of 5 attacks most rounds. 5) Attack +13, Damage 1d6+9 6) Mooks were modified guards with AC 14 (no shield), HP 11, and short bows (+3 attack, damage 1d6+1 (4), 2d6+1 (8) on crits, which all the attacks were that hit...) so more than 8 could attack (which is why I avoided melee). 7) Due to HAM and DR 3, damage is reduced to 5 average. 8) Assumed fighter could use movement to get close enough to engage 5 targets each round. 9) With cleaving through rule in DMG, resulted in 19 kills due to excess damage finishing off the hits that did minimum and failed to kill. 10) Used Actions Surges and Second Wind in early rounds. Second wind restored avg 25 hp. 11) Thereafter, with 50 mook attacks per round, waited until [I]Survivor[/I] feature kicked in once below half maximum. 12) When HP dropped below 100, spend 1 round Dodging to use Dwarven Fortitude and regain automatic 15 HP those rounds due to [I]Durable[/I] feat (minimum double CON +5 on d10 is 10, plus CON +5 is 15). 13) Had to use Dwarven Fortitude and spend HD to recover every 11th round at that point. 14) Finally, 220 rounds after started using Dwarven Fortitude, HD ran out, so then it was just until remaining HP was depleted. With over 280 rounds at 4.75 kills per round, it was over 1300 guard archers before death. Now, if you [I]really[/I] played this out, I know it would be much less due to the fact that the guards would constantly be moving while shooting instead of just "standing there", but even so I imagine the numbers would be pretty big, certainly what I would qualify as "superheroic." 🤷♂️ [/QUOTE]
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