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General Tabletop Discussion
*Dungeons & Dragons
Damage cap thought experiment
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<blockquote data-quote="Blue" data-source="post: 7452184" data-attributes="member: 20564"><p>A recent thread about Heavy Armor Mastery got me thinking. It's mostly good at lower level when it stops a higher percentage of the damage. When you have a CR 8 frost giant hitting for 3d12+6 it's not a big deal.</p><p></p><p>One issue with HAM style "DR" (vs. Resistance which just halves the damage) is that it applies the same regardless of how many dice of damage are getting rolled, so it doesn't scale well at all. It's either too powerful or too weak.</p><p></p><p>So I was thinking about the far side of HAM - a damage mitigation feat that's more useful at high levels. Well, standard 5e Resistance already is, but I was thinking more like HAM - markedly better against high threat foes then against a bunch of low threat foes.</p><p></p><p>Which came up with the idea of a feat that caps damage for any single hit. For example, if it capped it at 30 and you were then hit for 44, 12, and 166, you'd take 30, 12, and 30 instead.</p><p></p><p>There's no narrative to that, it makes no actual sense and I'm not suggesting it in-game. But as a thought experiment it becomes interesting.</p><p></p><p>And that brings up a few questions. Please answer them assuming point buy/standard array so we have a common value for an ASI vs. a feat. Also I'm assuming the non-fighter/rogue ASI advancement in asking the questions below.</p><p></p><p>1. What would the worst it would be (highest cap) where it would become a "must have" at 16th when you're getting your 4th (or more) ASI. So you have a 20 in your primary, some other ASI or feat, and you are facing foes in last tier of play. Where would it have to be in order to make it "must have"?</p><p>(This is also the "it definitely breaks here" limit, where anything better (lower) than this won't fly.)</p><p></p><p>2. Same conditions, but make it an interesting choice on-par with the rest of your "second choice" feats. So on par with something like Sentinel or Warcaster or something like that when you already have your first choice feat.</p><p></p><p>3. Same concept as #2, but instead think 12th level (so lower monster damage climbing as your level), and a reasonable contender for your first feat.</p><p>(How does this compare to #1?)</p><p></p><p>4. With the levels from #2 and #3, are there any conditions you'd consider taking it as one of your first two ASI/feats?</p><p></p><p>Thanks for your brain cells.</p></blockquote><p></p>
[QUOTE="Blue, post: 7452184, member: 20564"] A recent thread about Heavy Armor Mastery got me thinking. It's mostly good at lower level when it stops a higher percentage of the damage. When you have a CR 8 frost giant hitting for 3d12+6 it's not a big deal. One issue with HAM style "DR" (vs. Resistance which just halves the damage) is that it applies the same regardless of how many dice of damage are getting rolled, so it doesn't scale well at all. It's either too powerful or too weak. So I was thinking about the far side of HAM - a damage mitigation feat that's more useful at high levels. Well, standard 5e Resistance already is, but I was thinking more like HAM - markedly better against high threat foes then against a bunch of low threat foes. Which came up with the idea of a feat that caps damage for any single hit. For example, if it capped it at 30 and you were then hit for 44, 12, and 166, you'd take 30, 12, and 30 instead. There's no narrative to that, it makes no actual sense and I'm not suggesting it in-game. But as a thought experiment it becomes interesting. And that brings up a few questions. Please answer them assuming point buy/standard array so we have a common value for an ASI vs. a feat. Also I'm assuming the non-fighter/rogue ASI advancement in asking the questions below. 1. What would the worst it would be (highest cap) where it would become a "must have" at 16th when you're getting your 4th (or more) ASI. So you have a 20 in your primary, some other ASI or feat, and you are facing foes in last tier of play. Where would it have to be in order to make it "must have"? (This is also the "it definitely breaks here" limit, where anything better (lower) than this won't fly.) 2. Same conditions, but make it an interesting choice on-par with the rest of your "second choice" feats. So on par with something like Sentinel or Warcaster or something like that when you already have your first choice feat. 3. Same concept as #2, but instead think 12th level (so lower monster damage climbing as your level), and a reasonable contender for your first feat. (How does this compare to #1?) 4. With the levels from #2 and #3, are there any conditions you'd consider taking it as one of your first two ASI/feats? Thanks for your brain cells. [/QUOTE]
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