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General Tabletop Discussion
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Classes, and the structure of DPR
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<blockquote data-quote="clearstream" data-source="post: 8455690" data-attributes="member: 71699"><p>So the next slice is <strong>offence</strong> - how a character contributes to DPR. Again, the yardstick is an ASI. Half an ASI is <strong>1pt</strong>, a whole ASI is <strong>2pts</strong>, and a double ASI is <strong>4pts</strong>. Here is the table -</p><p></p><p>[ATTACH=full]146643[/ATTACH]</p><p></p><p>Notice the <span style="color: rgb(226, 80, 65)"><strong>brighter red</strong></span> text</p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">On my first pass, it seemed to me that all classes follow the same steps - 5th and 11th - so that DPR in tier 2 is a meaningful step up from tier 1, and tier 3 is a meaningful step up from tier 2; and that is mostly true (10/12 classes)</li> <li data-xf-list-type="ul">One exception is the rogue - whose constantly scaling sneak attack lands them in the same place, but without pronounced steps at the tier thresholds</li> <li data-xf-list-type="ul">The other is the barbarian - whose intent seems to be that they deliver their DPR by fighting on <em>relentlessly</em> through damage - notice how little they invest in offence compared with sustain; their ability to sustain allows them to make choices in regard to weapons and feats that other martials might do less well with</li> <li data-xf-list-type="ul">For two classes - monk and ranger - this table fails to really explain their step in DPR at 11th; the reason why will become clearer later</li> </ul><p>As I've several times noted, there are two fundamental approaches to DPR</p><ul> <li data-xf-list-type="ul">Some classes increase their DPR by increasing their <strong>number of attacks</strong> - barbarian, fighter, monk, paladin, ranger, warlock</li> <li data-xf-list-type="ul">Others increase their DPR by increasing their <strong>damage per attack</strong> - bard, cleric, druid, rogue, sorcerer, wizard</li> <li data-xf-list-type="ul">A few switch their approach, increasing number of attacks at 5th, and damage per attack at 11th - monk, paladin, maybe ranger</li> <li data-xf-list-type="ul">The designers seem to consciously lean into diversity so that some classes get to make a choice - bards are an example - more on that later</li> </ul><p>There are two facets that I didn't capture, and perhaps should have. One is crowd control - effects that temporarily change how a creature participates in the fight. On the whole, control either adds sustain (controlled creatures don't attack) or offence (controlled creatures deal damage to one another). Another is buffing - effects that boost ally sustain or offence. Controls and buffs give characters a choice about how they want to approach a combat. Full casters - especially wizards - enjoy the greatest amount of such choice. Perhaps they should have their own table - control/buffs.</p><p></p><p>Finally, on investment into offence</p><ul> <li data-xf-list-type="ul">Barbarian, fighter and rogue invest remarkably little directly into offence - 14-16pts</li> <li data-xf-list-type="ul">The full casters, having put less into sustain, invest greatly here - 42-52pts</li> <li data-xf-list-type="ul">In the middle are monks, paladins, rangers and warlocks - 28-36pts</li> <li data-xf-list-type="ul">Remember that all points are not equivalent: a few mechanically well-aligned features can have more impact in play than a plethora of poorly-aligned features; that's easily seen if you picture a character with <em>100 </em>offensive features, of which they can use only <u>one</u> per turn...</li> </ul><p>Two posts to go, and then it might be possible to stitch it all together.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8455690, member: 71699"] So the next slice is [B]offence[/B] - how a character contributes to DPR. Again, the yardstick is an ASI. Half an ASI is [B]1pt[/B], a whole ASI is [B]2pts[/B], and a double ASI is [B]4pts[/B]. Here is the table - [ATTACH type="full"]146643[/ATTACH] Notice the [COLOR=rgb(226, 80, 65)][B]brighter red[/B][/COLOR] text [INDENT][LIST] [*]On my first pass, it seemed to me that all classes follow the same steps - 5th and 11th - so that DPR in tier 2 is a meaningful step up from tier 1, and tier 3 is a meaningful step up from tier 2; and that is mostly true (10/12 classes) [*]One exception is the rogue - whose constantly scaling sneak attack lands them in the same place, but without pronounced steps at the tier thresholds [*]The other is the barbarian - whose intent seems to be that they deliver their DPR by fighting on [I]relentlessly[/I] through damage - notice how little they invest in offence compared with sustain; their ability to sustain allows them to make choices in regard to weapons and feats that other martials might do less well with [*]For two classes - monk and ranger - this table fails to really explain their step in DPR at 11th; the reason why will become clearer later [/LIST][/INDENT] As I've several times noted, there are two fundamental approaches to DPR [LIST] [*]Some classes increase their DPR by increasing their [B]number of attacks[/B] - barbarian, fighter, monk, paladin, ranger, warlock [*]Others increase their DPR by increasing their [B]damage per attack[/B] - bard, cleric, druid, rogue, sorcerer, wizard [*]A few switch their approach, increasing number of attacks at 5th, and damage per attack at 11th - monk, paladin, maybe ranger [*]The designers seem to consciously lean into diversity so that some classes get to make a choice - bards are an example - more on that later [/LIST] There are two facets that I didn't capture, and perhaps should have. One is crowd control - effects that temporarily change how a creature participates in the fight. On the whole, control either adds sustain (controlled creatures don't attack) or offence (controlled creatures deal damage to one another). Another is buffing - effects that boost ally sustain or offence. Controls and buffs give characters a choice about how they want to approach a combat. Full casters - especially wizards - enjoy the greatest amount of such choice. Perhaps they should have their own table - control/buffs. Finally, on investment into offence [LIST] [*]Barbarian, fighter and rogue invest remarkably little directly into offence - 14-16pts [*]The full casters, having put less into sustain, invest greatly here - 42-52pts [*]In the middle are monks, paladins, rangers and warlocks - 28-36pts [*]Remember that all points are not equivalent: a few mechanically well-aligned features can have more impact in play than a plethora of poorly-aligned features; that's easily seen if you picture a character with [I]100 [/I]offensive features, of which they can use only [U]one[/U] per turn... [/LIST] Two posts to go, and then it might be possible to stitch it all together. [/QUOTE]
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