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Fixing the Champion
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<blockquote data-quote="Uller" data-source="post: 6806180" data-attributes="member: 413"><p>I think it depends on your game. In a game where you only have one or two fights between rests or not many PCs then this is probably fine. But think about a game with 3+ fights or long fights. Fighters make A LOT of attack rolls. And it goes up as levels go up (both from more attacks, action surge and just longer fights). With every hit doing +2, +3 or more damage, it only takes a handful of attacks to catch up to the damage potential of 4d8...and actually it's worse than that, because it isn't really the amount of damage you do that matters. It's how quickly do you take down foes that are a threat? Damage is one factor of many in that...if you do 99 hp to a foe with 100 hp and then another character trips him into a bottomless pit, then all 99 hp you did was a complete waste, right?</p><p></p><p>A consistent +2 or +3 (or +4 or +5!) to damage with no resources spent compounded by both more attacks per round and longer staying power as levels get higher will mean those foes that would have had 2 or 3 or 6 or 7 hp left after the fighter's turn will be down, very very consistently. Think about times in your game where a foe survived with just a few hp and managed to get off a good attack or use of a spell or power. With the fighter doing +3 damage consistently that becomes much less likely to happen.</p><p></p><p>Imagine two fighters (BM and Champ) walk into a room full of orcs. In the first two rounds the BM uses up his 4 superiority dice. Maybe that helps him drop one or two foes a little quicker. From that point on, the champion will be doing probably 3 or 6 extra damage every round for as long as the fight goes on (and the next fight and the next one until a short rest). An orc has 15 hp. 1d8+5 will not drop an orc (and 2d8+10 is not guaranteed) without a crit. 1d8+8 can (and 2d8+16 is a sure thing). </p><p></p><p>As it stands (with crits on a 19+), in this example, as soon as the BM has used those 4 SD, the champion is the superior fighter until a short rest is taken He is also the superior fighter in any battle where the BM player chooses to not use any SD...this is a problem my group ran into for a long time...my players would not use their short rest rechargeable resources because either they'd forget or fail to spot good times to use them or just be saving them for harder fights and they would end up going unused...they have learned and now use them more regularly...). </p><p></p><p>If you want to go this way, I'd try half prof bonus first and pay attention to how often the character drops foes a little sooner than he otherwise would have.</p><p></p><p>The long and the short of it is, I think adding full prof bonus would just make the champion so clearly superior to the BM that for an optimizer/tactician it becomes no choice at all (and now the optimizer/tactician is left picking the more boring/less customizable subclass).</p></blockquote><p></p>
[QUOTE="Uller, post: 6806180, member: 413"] I think it depends on your game. In a game where you only have one or two fights between rests or not many PCs then this is probably fine. But think about a game with 3+ fights or long fights. Fighters make A LOT of attack rolls. And it goes up as levels go up (both from more attacks, action surge and just longer fights). With every hit doing +2, +3 or more damage, it only takes a handful of attacks to catch up to the damage potential of 4d8...and actually it's worse than that, because it isn't really the amount of damage you do that matters. It's how quickly do you take down foes that are a threat? Damage is one factor of many in that...if you do 99 hp to a foe with 100 hp and then another character trips him into a bottomless pit, then all 99 hp you did was a complete waste, right? A consistent +2 or +3 (or +4 or +5!) to damage with no resources spent compounded by both more attacks per round and longer staying power as levels get higher will mean those foes that would have had 2 or 3 or 6 or 7 hp left after the fighter's turn will be down, very very consistently. Think about times in your game where a foe survived with just a few hp and managed to get off a good attack or use of a spell or power. With the fighter doing +3 damage consistently that becomes much less likely to happen. Imagine two fighters (BM and Champ) walk into a room full of orcs. In the first two rounds the BM uses up his 4 superiority dice. Maybe that helps him drop one or two foes a little quicker. From that point on, the champion will be doing probably 3 or 6 extra damage every round for as long as the fight goes on (and the next fight and the next one until a short rest). An orc has 15 hp. 1d8+5 will not drop an orc (and 2d8+10 is not guaranteed) without a crit. 1d8+8 can (and 2d8+16 is a sure thing). As it stands (with crits on a 19+), in this example, as soon as the BM has used those 4 SD, the champion is the superior fighter until a short rest is taken He is also the superior fighter in any battle where the BM player chooses to not use any SD...this is a problem my group ran into for a long time...my players would not use their short rest rechargeable resources because either they'd forget or fail to spot good times to use them or just be saving them for harder fights and they would end up going unused...they have learned and now use them more regularly...). If you want to go this way, I'd try half prof bonus first and pay attention to how often the character drops foes a little sooner than he otherwise would have. The long and the short of it is, I think adding full prof bonus would just make the champion so clearly superior to the BM that for an optimizer/tactician it becomes no choice at all (and now the optimizer/tactician is left picking the more boring/less customizable subclass). [/QUOTE]
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