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General Tabletop Discussion
*Dungeons & Dragons
Define "good" damage...
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<blockquote data-quote="Shiroiken" data-source="post: 7095211" data-attributes="member: 6775477"><p>Generally speaking, 1d8+3 is probably the base line for levels 1-4. It's a one handed weapon attack with a 16 ability modifier, so anything above that is going to be "good" while anything less than that is going to be below average. At level 5, this will increase to 2d8+4 (assuming +1 to ability modifier or +1 weapon), and by level 12 it should be no less than 2d8+5. Of course, at will damage varies greatly, since many classes rely on limited benefit damage (rage, smite, ki, spells, etc.), while some (fighter and rogue) have no limitations on at will damage.</p><p></p><p>If you just want to look at cantrips, my group agrees that xd10 is the baseline. While most cantrips are 1d8, they come with a minor benefit (Chill Touch, Ray of Frost, etc.). Cantrips that deal less than that usually have a good bonus effect (i.e. vicious mockery) or hit multiple targets (i.e. Thunderclap and Sword Burst). Poison Spray, which deals xd12, has a VERY short range, making it less useful.</p><p></p><p>I think the big question is why is this useful? Damage isn't the end all and be all of combat, since removal, debuffs, and control can do far more to win a combat than simple damage can. Of course, those things generally can't win the fight unless there is damage to back them up. I think you should consider the purpose of your character before you worry about how much damage you are doing.</p><p></p><p>For example, my Plains Land Druid is by far the lowest damage dealer in the party. I use shillelagh mostly, with Thorn Whip on occasion for control (mostly to pull enemies away from the wizard and onto the barbarian). I'm not worried about pulling my weight, because I perform other tasks. Other than the barbarian, we have no other melee tanks in a party of 6, so I've stepped up to fill that role. I'm also the party's primary healer, because our Light Cleric normally uses his spells for offense, and because I took the Healer Feat. I've also used Shapeshifting to help our Rogue scout, since as an animal, I can often go places she can't.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7095211, member: 6775477"] Generally speaking, 1d8+3 is probably the base line for levels 1-4. It's a one handed weapon attack with a 16 ability modifier, so anything above that is going to be "good" while anything less than that is going to be below average. At level 5, this will increase to 2d8+4 (assuming +1 to ability modifier or +1 weapon), and by level 12 it should be no less than 2d8+5. Of course, at will damage varies greatly, since many classes rely on limited benefit damage (rage, smite, ki, spells, etc.), while some (fighter and rogue) have no limitations on at will damage. If you just want to look at cantrips, my group agrees that xd10 is the baseline. While most cantrips are 1d8, they come with a minor benefit (Chill Touch, Ray of Frost, etc.). Cantrips that deal less than that usually have a good bonus effect (i.e. vicious mockery) or hit multiple targets (i.e. Thunderclap and Sword Burst). Poison Spray, which deals xd12, has a VERY short range, making it less useful. I think the big question is why is this useful? Damage isn't the end all and be all of combat, since removal, debuffs, and control can do far more to win a combat than simple damage can. Of course, those things generally can't win the fight unless there is damage to back them up. I think you should consider the purpose of your character before you worry about how much damage you are doing. For example, my Plains Land Druid is by far the lowest damage dealer in the party. I use shillelagh mostly, with Thorn Whip on occasion for control (mostly to pull enemies away from the wizard and onto the barbarian). I'm not worried about pulling my weight, because I perform other tasks. Other than the barbarian, we have no other melee tanks in a party of 6, so I've stepped up to fill that role. I'm also the party's primary healer, because our Light Cleric normally uses his spells for offense, and because I took the Healer Feat. I've also used Shapeshifting to help our Rogue scout, since as an animal, I can often go places she can't. [/QUOTE]
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