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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6051293" data-attributes="member: 54843"><p>Another point - saying that all martial classes should do +3d10 damage per round at level 10 is incredibly limiting, as we're already seeing with the new rogue Sneak Attack.</p><p></p><p>First off, shouldn't some classes with better defense and/or mobility and/or other tactical advantages do less damage? I know we're not allowed to mention "class roles" anymore, but is it really taboo to suggest that maybe EVERY class that uses weapons shouldn't have exactly the same baseline damage? It's not like that's the case for casters. </p><p></p><p>Second, saying that everyone does 3d10 more or less EVERY ROUND cuts off all sorts of other options. Just look at the second playtest for contrast: at level 1, the fighter did +1d6 every round, the rogue did +2d6 when he had advantage (which he had to work for), the sorcerer did +2d6 when he had Dragon Strength on or +2 when he was out of juice, and the war cleric did extra damage when he had the right prayers running. On a "typical" adventuring day with maybe 10-12 melee attacks in it, each of those classes probably got more or less the same bonus damage from their class, but more importantly, each of them felt distinct in the way they made that happen. The sorcerer had to prep his spell and spend limited Willpower, the rogue had to get hidden, while the fighter just stood out front and dished out reliable damage.</p><p></p><p>Why can't barbarians do a ton of damage when they're raging, or rangers a ton of damage when they've got time to focus on their enemy, or rogues a ton of damage when they get the jump on their target?</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6051293, member: 54843"] Another point - saying that all martial classes should do +3d10 damage per round at level 10 is incredibly limiting, as we're already seeing with the new rogue Sneak Attack. First off, shouldn't some classes with better defense and/or mobility and/or other tactical advantages do less damage? I know we're not allowed to mention "class roles" anymore, but is it really taboo to suggest that maybe EVERY class that uses weapons shouldn't have exactly the same baseline damage? It's not like that's the case for casters. Second, saying that everyone does 3d10 more or less EVERY ROUND cuts off all sorts of other options. Just look at the second playtest for contrast: at level 1, the fighter did +1d6 every round, the rogue did +2d6 when he had advantage (which he had to work for), the sorcerer did +2d6 when he had Dragon Strength on or +2 when he was out of juice, and the war cleric did extra damage when he had the right prayers running. On a "typical" adventuring day with maybe 10-12 melee attacks in it, each of those classes probably got more or less the same bonus damage from their class, but more importantly, each of them felt distinct in the way they made that happen. The sorcerer had to prep his spell and spend limited Willpower, the rogue had to get hidden, while the fighter just stood out front and dished out reliable damage. Why can't barbarians do a ton of damage when they're raging, or rangers a ton of damage when they've got time to focus on their enemy, or rogues a ton of damage when they get the jump on their target? [/QUOTE]
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