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How many combats do you have on average adventuring day.
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9457912" data-attributes="member: 6802951"><p>There are more in-depth, and possibly accurate analyses, but as Blue said, the average effectiveness per action is an <em>easy </em>comparison method.</p><p>When comparing classes in general, you cannot adjust for player contributions, because those are mostly* independent of the class, and would be assumed to average out.</p><p></p><p>*There is a <em>tendency </em>IMXP for more engaged and innovative players to pick classes with spells, simply because that sort of player values a varied and powerful toolset to play with. That doesn't mean that they don't sometimes play fighters when they feel like it however.</p><p></p><p></p><p>The question is not whether the 5-person party will do better on average than the 4-person party. The question is whether the party would do better on average if they swapped the fighter for a paladin, or bladesinger, or war cleric for example. Effectiveness will average out over a range of encounters, but the fewer of those there are per day, the worse the fighter will look in comparison with classes that can exceed their performance by burning resources.</p><p></p><p></p><p>Players coming up with plans are mostly independent of what class they are playing. But when it comes to encounter-defining shenanigans, or even removing the need for the encounter at all, the advantage is with spells usually.</p><p></p><p></p><p>Wouldn't their opponents being in full cover also curtail the effectiveness of the resourceless classes' actions as well? Shooting an arrow at your target requires seeing them just as much as a spell does, and you can't airburst a crossbow bolt to explode behind the battlement and catch them anyway like you can a fireball.</p><p></p><p>Generally the more severely that nova class action effectiveness is curtailed, the more severely that endurance class action effectiveness is reduced as well. Situations can be posited where this is not the case, such as large antimagic fields, or specifically magic resistant opponents. However, needing to use these sort of measures on a basis regular enough to drive the average performance is rather proving Blue's point.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9457912, member: 6802951"] There are more in-depth, and possibly accurate analyses, but as Blue said, the average effectiveness per action is an [I]easy [/I]comparison method. When comparing classes in general, you cannot adjust for player contributions, because those are mostly* independent of the class, and would be assumed to average out. *There is a [I]tendency [/I]IMXP for more engaged and innovative players to pick classes with spells, simply because that sort of player values a varied and powerful toolset to play with. That doesn't mean that they don't sometimes play fighters when they feel like it however. The question is not whether the 5-person party will do better on average than the 4-person party. The question is whether the party would do better on average if they swapped the fighter for a paladin, or bladesinger, or war cleric for example. Effectiveness will average out over a range of encounters, but the fewer of those there are per day, the worse the fighter will look in comparison with classes that can exceed their performance by burning resources. Players coming up with plans are mostly independent of what class they are playing. But when it comes to encounter-defining shenanigans, or even removing the need for the encounter at all, the advantage is with spells usually. Wouldn't their opponents being in full cover also curtail the effectiveness of the resourceless classes' actions as well? Shooting an arrow at your target requires seeing them just as much as a spell does, and you can't airburst a crossbow bolt to explode behind the battlement and catch them anyway like you can a fireball. Generally the more severely that nova class action effectiveness is curtailed, the more severely that endurance class action effectiveness is reduced as well. Situations can be posited where this is not the case, such as large antimagic fields, or specifically magic resistant opponents. However, needing to use these sort of measures on a basis regular enough to drive the average performance is rather proving Blue's point. [/QUOTE]
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