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Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Offense Tunnel Vision problem
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<blockquote data-quote="Sacrosanct" data-source="post: 9833686" data-attributes="member: 15700"><p>Based on many of the responses, I guess today is that day <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>Here's why I disagree that doing HP damage is always the best option. There are two examples that immediately jump to my mind, although I'm sure there are more.</p><p></p><p>1. The math doesn't always support that unless you recharge all resources after every battle. If you've got a PC with 15 HP and does 8 damage each round, and an opponent with 15 hp and does 5 damage each round, assuming PC wins initiative, the PC takes 5 damage by the time the opponent dies in the 2nd round before it gets to act. However, if instead the PC has defense that reduces incoming damage by 3 and their own damage by 3 each round, the combat takes an extra round, but the PC only takes 4 damage by the end of the combat. So why offense is often better, it's not always better. The issue here is allowing PCs to recover all of their HP after every battle. There is no carry-over risk.</p><p></p><p>2. If you have 4 enemies each doing 10 damage each round, immobilizing one or two of them reduces their damage to 0 each round, allowing PCs to focus fire on those not immobilized and keep their own HP from being reduced as much. Clearly a better option that isn't just damage.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9833686, member: 15700"] Based on many of the responses, I guess today is that day 🤷♂️ Here's why I disagree that doing HP damage is always the best option. There are two examples that immediately jump to my mind, although I'm sure there are more. 1. The math doesn't always support that unless you recharge all resources after every battle. If you've got a PC with 15 HP and does 8 damage each round, and an opponent with 15 hp and does 5 damage each round, assuming PC wins initiative, the PC takes 5 damage by the time the opponent dies in the 2nd round before it gets to act. However, if instead the PC has defense that reduces incoming damage by 3 and their own damage by 3 each round, the combat takes an extra round, but the PC only takes 4 damage by the end of the combat. So why offense is often better, it's not always better. The issue here is allowing PCs to recover all of their HP after every battle. There is no carry-over risk. 2. If you have 4 enemies each doing 10 damage each round, immobilizing one or two of them reduces their damage to 0 each round, allowing PCs to focus fire on those not immobilized and keep their own HP from being reduced as much. Clearly a better option that isn't just damage. [/QUOTE]
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Fixing the Offense Tunnel Vision problem
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