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General Tabletop Discussion
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good breakdown of multiclass vs single class for 5e?
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<blockquote data-quote="Flamestrike" data-source="post: 8620827" data-attributes="member: 6788736"><p>The Dragon alone spits out 45 odd damage with its breath weapon on an average damage roll in an AoE. One lucky breath weapon roll or two and its likely game over for several PCs.</p><p></p><p>The thing with <em>revivify </em>is that if you happen to have an encounter where the dice are with the DM (and not the party) unless its a TPK or the Cleric dies (or Bard, they can get it to) death is no longer permanent, it's a financial penalty.</p><p></p><p></p><p>Yeah nah. 5E is heavily mook dependent for its encounters, and nothing clears a room of mooks better than a Fireball.</p><p></p><p>Even if they dont drop straight up, they're now 1 hit away from death from the other PCs.</p><p></p><p></p><p></p><p>No, they wont be. It takes an action to wake someone (presuming the monsters have the presence of mind to attempt it, and don't just run off and leave their friends to die, because 'evil') so unless your monsters have very convenient initiative results, <em>and</em> are also able to move freely, <em>and </em>are so inclined to try and wake their buddies, it's a lot longer than 1 round to wake everyone up.</p><p></p><p></p><p>No, it's not. It's worth <strong>considerably </strong>more than that (and your damage only works if you're fighting 2 or more creatures adjacent to each other with GFB, or they move with BB).</p><p></p><p>You're still only making one attack roll. The benefits of two attack rolls can not be underestimated (as you're doing here). It's not just an exponential increase in damage, it also makes your damage more reliable (because you have two chances to hit) and increases your crit probability exponentially (double the chance of a critical hit), which can have game changing impacts with riders (smites, smite spells, sup dice, sneak attack, hunters mark etc).</p><p></p><p></p><p>You. Have. 2. Slots Per. Long. Rest.</p><p></p><p>2 slots to use either shield or absorb elements over a 6 encounter/ 2 short rest adventuring day (the default) compared to 14 uses of Bardic inspiration being a floating +1d8 to an attack roll or save?</p><p></p><p>I know which of those helps a party out more, and contributes to the overall success more, and it aint the 2 slots.</p><p></p><p></p><p>There is some merit to Bards getting EB (and Hex) because their 'at will' damage sucks.</p><p></p><p>But if I was advertising for a Bard for my party in the employment section of my local paper, and I had the choice between the following candidates for my party:</p><p></p><p><strong>Lock 2/ Bard 3</strong>: Cha 16 or 17, 3 x BI (d6) per Long rest, Eldritch blast + Hex (2d10+6 damage - and uses the bonus action needed to give BI out in the first place for the Hex)</p><p><strong>Bard 5:</strong> Cha 18 (4th level ASI), 12 x effective uses of BI per Long rest (d8's), has Hypnotic pattern, spamming a 2d4 damage vicious mockery.</p><p></p><p>I'm hiring option 2 every day of the week.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8620827, member: 6788736"] The Dragon alone spits out 45 odd damage with its breath weapon on an average damage roll in an AoE. One lucky breath weapon roll or two and its likely game over for several PCs. The thing with [I]revivify [/I]is that if you happen to have an encounter where the dice are with the DM (and not the party) unless its a TPK or the Cleric dies (or Bard, they can get it to) death is no longer permanent, it's a financial penalty. Yeah nah. 5E is heavily mook dependent for its encounters, and nothing clears a room of mooks better than a Fireball. Even if they dont drop straight up, they're now 1 hit away from death from the other PCs. No, they wont be. It takes an action to wake someone (presuming the monsters have the presence of mind to attempt it, and don't just run off and leave their friends to die, because 'evil') so unless your monsters have very convenient initiative results, [I]and[/I] are also able to move freely, [I]and [/I]are so inclined to try and wake their buddies, it's a lot longer than 1 round to wake everyone up. No, it's not. It's worth [B]considerably [/B]more than that (and your damage only works if you're fighting 2 or more creatures adjacent to each other with GFB, or they move with BB). You're still only making one attack roll. The benefits of two attack rolls can not be underestimated (as you're doing here). It's not just an exponential increase in damage, it also makes your damage more reliable (because you have two chances to hit) and increases your crit probability exponentially (double the chance of a critical hit), which can have game changing impacts with riders (smites, smite spells, sup dice, sneak attack, hunters mark etc). You. Have. 2. Slots Per. Long. Rest. 2 slots to use either shield or absorb elements over a 6 encounter/ 2 short rest adventuring day (the default) compared to 14 uses of Bardic inspiration being a floating +1d8 to an attack roll or save? I know which of those helps a party out more, and contributes to the overall success more, and it aint the 2 slots. There is some merit to Bards getting EB (and Hex) because their 'at will' damage sucks. But if I was advertising for a Bard for my party in the employment section of my local paper, and I had the choice between the following candidates for my party: [B]Lock 2/ Bard 3[/B]: Cha 16 or 17, 3 x BI (d6) per Long rest, Eldritch blast + Hex (2d10+6 damage - and uses the bonus action needed to give BI out in the first place for the Hex) [B]Bard 5:[/B] Cha 18 (4th level ASI), 12 x effective uses of BI per Long rest (d8's), has Hypnotic pattern, spamming a 2d4 damage vicious mockery. I'm hiring option 2 every day of the week. [/QUOTE]
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good breakdown of multiclass vs single class for 5e?
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