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General Tabletop Discussion
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Experience with 4 players vs. 6/7
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<blockquote data-quote="Toledo" data-source="post: 7629967" data-attributes="member: 6881873"><p>I meant that with all the crud thrown that +5 AC for one round of combat seems like a waste of a feat, especially as you don't know when the best time to take it is. You might even use it at the wrong time (our DMs don't let us know what their rolls are, so you are guessing whether Shield will prevent that big hit).</p><p></p><p>I know that the Toughness feat gets a bad rap relative to adding +2 to Constitution, but it was a life saver for me a few weeks ago. My L8 fighter took Toughness, and my HP went from 75 to 91. Without those full HP, my character would have dropped versus the aforementioned Drake, and we would have likely had a Total Party Kill. Those extra HP were worth the feat just for that adventure.</p><p></p><p>Some have mentioned the problem of slow rounds and getting enough character time. I've noticed a big jump in that issue in our 6 vs. 7 person campaigns (it isn't the individual people, 5 of the slots are fill by the same weekly players). I think the sweet spot is 5 players...a little bit under the 6, but enough characters to fill the tasks, and if one goes down, your effectiveness only drops 20%, not 25%.</p></blockquote><p></p>
[QUOTE="Toledo, post: 7629967, member: 6881873"] I meant that with all the crud thrown that +5 AC for one round of combat seems like a waste of a feat, especially as you don't know when the best time to take it is. You might even use it at the wrong time (our DMs don't let us know what their rolls are, so you are guessing whether Shield will prevent that big hit). I know that the Toughness feat gets a bad rap relative to adding +2 to Constitution, but it was a life saver for me a few weeks ago. My L8 fighter took Toughness, and my HP went from 75 to 91. Without those full HP, my character would have dropped versus the aforementioned Drake, and we would have likely had a Total Party Kill. Those extra HP were worth the feat just for that adventure. Some have mentioned the problem of slow rounds and getting enough character time. I've noticed a big jump in that issue in our 6 vs. 7 person campaigns (it isn't the individual people, 5 of the slots are fill by the same weekly players). I think the sweet spot is 5 players...a little bit under the 6, but enough characters to fill the tasks, and if one goes down, your effectiveness only drops 20%, not 25%. [/QUOTE]
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