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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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<blockquote data-quote="clearstream" data-source="post: 8084912" data-attributes="member: 71699"><p>First to say, I really like seeing this care in framing the design. On the subject of how much damage, you've assessed in terms of <strong>nova </strong>and <strong>sustained</strong>. Other terms that I use are</p><ol> <li data-xf-list-type="ol"><strong>Range</strong> - Range delivers safety and target selection (so more efficient damage allocation). I thus value ranged damage at 130% of melee damage, e.g. 10 ranged damage = 13 melee damage. That factor will vary for individual campaigns, likely between 110% to 200%; typically falling toward the low end, e.g. 120% to 140%. </li> <li data-xf-list-type="ol"><strong>Number of targets</strong> - Single target attacks should do higher damage (to a single target) than multiple target attacks (which may do more total damage).</li> <li data-xf-list-type="ol"><strong>Defence</strong> - Defence translates most profoundly into efficiency over the adventuring day (e.g. better defence means fewer resources spent in healing), and so attacks that forgo defence should deal more than those that do not (range is a kind of defence, but here I mean factors like a shield, or imposing disadvantage on attackers).</li> </ol><p>So a GWM Barbarian getting in close and giving up defence, should rightly do a lot more damage than an Agonizing Blast Warlock safely from range, and both should do more than a Wizard to each target of an AoE cantrip. That Paladin you mention likely needs to be standing next to their target, while the Ranger is working from range.</p><p></p><p>10/20/30 felt like reasonable numbers for average damage per round at tiers 1/2/3, with about a 50% offset (so 5-15 at tier 1). Those numbers aren't far from yours, but I think the designer has to have in mind those details. You are right to consider costed and uncosted, but you must also consider range, defence, number of targets.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8084912, member: 71699"] First to say, I really like seeing this care in framing the design. On the subject of how much damage, you've assessed in terms of [B]nova [/B]and [B]sustained[/B]. Other terms that I use are [LIST=1] [*][B]Range[/B] - Range delivers safety and target selection (so more efficient damage allocation). I thus value ranged damage at 130% of melee damage, e.g. 10 ranged damage = 13 melee damage. That factor will vary for individual campaigns, likely between 110% to 200%; typically falling toward the low end, e.g. 120% to 140%. [*][B]Number of targets[/B] - Single target attacks should do higher damage (to a single target) than multiple target attacks (which may do more total damage). [*][B]Defence[/B] - Defence translates most profoundly into efficiency over the adventuring day (e.g. better defence means fewer resources spent in healing), and so attacks that forgo defence should deal more than those that do not (range is a kind of defence, but here I mean factors like a shield, or imposing disadvantage on attackers). [/LIST] So a GWM Barbarian getting in close and giving up defence, should rightly do a lot more damage than an Agonizing Blast Warlock safely from range, and both should do more than a Wizard to each target of an AoE cantrip. That Paladin you mention likely needs to be standing next to their target, while the Ranger is working from range. 10/20/30 felt like reasonable numbers for average damage per round at tiers 1/2/3, with about a 50% offset (so 5-15 at tier 1). Those numbers aren't far from yours, but I think the designer has to have in mind those details. You are right to consider costed and uncosted, but you must also consider range, defence, number of targets. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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