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Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Offense Tunnel Vision problem
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<blockquote data-quote="UngeheuerLich" data-source="post: 9834804" data-attributes="member: 59057"><p>I think the error of many offensivw focussed people is manyfold:</p><p></p><p>Assumption 1:</p><p>The nova round kills every dangerous foe before they can act. </p><p>This is not necessarily true. Having some good defensive options ready helps ensuring you get your turn. </p><p></p><p>Assumption 2:</p><p>Everyone builds the same. </p><p></p><p>If you have one person reducing their damage output by half by increasing their defenses and stickiness significantly, while the rest focusses on offense and control, you might have a more powerful party. </p><p></p><p>Assumption 3:</p><p>You know the enemy HP. </p><p></p><p>It is not a MMORPG where you exactly know how much damage is needed. So increasing your damage output by 10% might be meaningless. If that means sacrificing better saves (mage slayer!) for that might not be worth it at all. </p><p></p><p>Assumption 4:</p><p>Enemies don't have mean tricks.</p><p></p><p>If you get an auto save from the aforementioned mage slayer against mind control, you might nullify an entire enemy turn. And allows you to actually do damage in the next round. </p><p>So by not taking GWF and instead taking mage slayer, you might increase your damage output compared to the incoming damage. </p><p></p><p>All that does not mean, damage output in D&D is bad. On the contrary. But the sole focus on damage is misguided. </p><p></p><p>Oh. And one last aspect:</p><p></p><p>If you constantly overpower the DMs monsters, you might soon face foes that have enough HP to withstand the damage and might deal enough damage to kill your characters.</p><p></p><p>So lowballing a bit and focusing a bit less on offense and more on defense might keepnthe DM happy sending a bit lower CR foes.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 9834804, member: 59057"] I think the error of many offensivw focussed people is manyfold: Assumption 1: The nova round kills every dangerous foe before they can act. This is not necessarily true. Having some good defensive options ready helps ensuring you get your turn. Assumption 2: Everyone builds the same. If you have one person reducing their damage output by half by increasing their defenses and stickiness significantly, while the rest focusses on offense and control, you might have a more powerful party. Assumption 3: You know the enemy HP. It is not a MMORPG where you exactly know how much damage is needed. So increasing your damage output by 10% might be meaningless. If that means sacrificing better saves (mage slayer!) for that might not be worth it at all. Assumption 4: Enemies don't have mean tricks. If you get an auto save from the aforementioned mage slayer against mind control, you might nullify an entire enemy turn. And allows you to actually do damage in the next round. So by not taking GWF and instead taking mage slayer, you might increase your damage output compared to the incoming damage. All that does not mean, damage output in D&D is bad. On the contrary. But the sole focus on damage is misguided. Oh. And one last aspect: If you constantly overpower the DMs monsters, you might soon face foes that have enough HP to withstand the damage and might deal enough damage to kill your characters. So lowballing a bit and focusing a bit less on offense and more on defense might keepnthe DM happy sending a bit lower CR foes. [/QUOTE]
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Fixing the Offense Tunnel Vision problem
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