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Classes, and the structure of DPR
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<blockquote data-quote="Ancalagon" data-source="post: 8449568" data-attributes="member: 23"><p>The simple formula I know is AC = 16 + H - D/2, H = + to hit, D = average damage of an attack (<em>without</em> the +10 from GWM/SS) and AC is the "break even" point - if the foe's AC is lower than what the formulae tells you, it is worth it to use GWM/SS, if it's higher, you are better off attacking without it.</p><p></p><p>A consequence of using GWM/SS I have noted is that even in cases where it's clearly increasing damage, it's a lot less <em>reliable</em>. So if you have a bit of luck, you can do massive bursts of damage... but if the dice grows cold, your damage can plummet for a round or three, and that can be really clutch/disastrous. </p><p></p><p>In many battles, the odds are in the PCs' favor. Increasing randomness increases chances of PC failing/dying.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 8449568, member: 23"] The simple formula I know is AC = 16 + H - D/2, H = + to hit, D = average damage of an attack ([I]without[/I] the +10 from GWM/SS) and AC is the "break even" point - if the foe's AC is lower than what the formulae tells you, it is worth it to use GWM/SS, if it's higher, you are better off attacking without it. A consequence of using GWM/SS I have noted is that even in cases where it's clearly increasing damage, it's a lot less [I]reliable[/I]. So if you have a bit of luck, you can do massive bursts of damage... but if the dice grows cold, your damage can plummet for a round or three, and that can be really clutch/disastrous. In many battles, the odds are in the PCs' favor. Increasing randomness increases chances of PC failing/dying. [/QUOTE]
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