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*Dungeons & Dragons
Data science investigations into the mechanics of the world's greatest role playing game
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<blockquote data-quote="5ekyu" data-source="post: 7488952" data-attributes="member: 6919838"><p>Whether init matters much or not depends on what you do with it. </p><p></p><p>In the post i think they referenced how init can affect "real contests" due to severly impactful openings.</p><p></p><p>Did you open your high init start with a fear or hypnotic pattern? Did it divide the enemy costing them attacks, position, control? </p><p></p><p>The basic problem with analysis like this and how "conclusively" it presents what is "better" and what "matters" is how much it leaves out. </p><p></p><p>AC matters more when you get to disadvantage the enemy attacks. </p><p></p><p>Init matters more when it delivers effects that control the ability of enemies to even get to make attacks. How does your high damage rogue do with blindness after the save fails against the high AC opponent whose AC matters little?</p><p></p><p>Its very easy to calculate highs and lows if you reduce combat to closets and grunts, but they say almost nothing about actual rpg performance in any type of significant encounter i can remember from actual play.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7488952, member: 6919838"] Whether init matters much or not depends on what you do with it. In the post i think they referenced how init can affect "real contests" due to severly impactful openings. Did you open your high init start with a fear or hypnotic pattern? Did it divide the enemy costing them attacks, position, control? The basic problem with analysis like this and how "conclusively" it presents what is "better" and what "matters" is how much it leaves out. AC matters more when you get to disadvantage the enemy attacks. Init matters more when it delivers effects that control the ability of enemies to even get to make attacks. How does your high damage rogue do with blindness after the save fails against the high AC opponent whose AC matters little? Its very easy to calculate highs and lows if you reduce combat to closets and grunts, but they say almost nothing about actual rpg performance in any type of significant encounter i can remember from actual play. [/QUOTE]
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