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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Incremental Die Bonus for Resistance/Vulnerability and ''double prof''.
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<blockquote data-quote="tetrasodium" data-source="post: 8101309" data-attributes="member: 93670"><p>changing from dr#/whatever & resist#/whatever messed up a lot of the balance between hitting something 1x very hard & hitting it repeatedly for a fraction on any individual strike. Instead of one or the other being situationally better it became almost always best because ability mod & weapon mods multiplied when you hit it repeatedly while the harder hit rarely exceeded the cumulative total of those lesser strikes & suffered from a larger hit to total dpr if that one big hit was resisted or missed. Here's an example:</p><ul> <li data-xf-list-type="ul">Monster has resistance per core 5e & takes half damage from both players</li> <li data-xf-list-type="ul">Bob is going to hit it one time very hard, he deals 3d10+5 as a level 11 evoker wizard or level 11 fire dragon sorcerer casting firebolt for an average of 21.5 before it gets reduced & rounded down to an average of 10</li> <li data-xf-list-type="ul">Alice makes 3 attacks that each deal 1d10+5 for an average of 10.5+10.5+10.5 for a total of 31.5 reduced & rounded down to 15</li> <li data-xf-list-type="ul">Alice & bob both have a 60% hit rate meaning bob has a 40% chance of doing nothing this round while the odds of alice doing the same are something like half a percent chance on any given round if my math is right. Alice has higher damage and better odds of doing at least partial damage each round.</li> <li data-xf-list-type="ul">Because alice is doing 3 attacks with a 60% chance of dealing 10.5 damage compared to bob's 1 attack totaling a 21.5 average she has a very good chance of not only hitting but equaling bob's damage by connecting on two attacks</li> <li data-xf-list-type="ul">In the past this was balanced out because anything with DR or resistance X would multiply that reduction for alice maybe to the point of negating one or more entire attacks whole bob could still break through & deal most of his damage</li> <li data-xf-list-type="ul">5e didn't stop there though because it failed to include resistance on much of anything & found one hammer it liked for nearly everything else with "nonmagical piercing bludgeoning or slashing"</li> </ul><p>The example might have been an evoker wiz/dragon sorc vrs a warlock or a fighter with a long bow & 3 attacks, but it works with any combo... 5e just eliminated most of the martial hit it fewer times like a truck stuff or made them traps like the charger feat so I avoided the need for spherical cows in an example</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8101309, member: 93670"] changing from dr#/whatever & resist#/whatever messed up a lot of the balance between hitting something 1x very hard & hitting it repeatedly for a fraction on any individual strike. Instead of one or the other being situationally better it became almost always best because ability mod & weapon mods multiplied when you hit it repeatedly while the harder hit rarely exceeded the cumulative total of those lesser strikes & suffered from a larger hit to total dpr if that one big hit was resisted or missed. Here's an example: [LIST] [*]Monster has resistance per core 5e & takes half damage from both players [*]Bob is going to hit it one time very hard, he deals 3d10+5 as a level 11 evoker wizard or level 11 fire dragon sorcerer casting firebolt for an average of 21.5 before it gets reduced & rounded down to an average of 10 [*]Alice makes 3 attacks that each deal 1d10+5 for an average of 10.5+10.5+10.5 for a total of 31.5 reduced & rounded down to 15 [*]Alice & bob both have a 60% hit rate meaning bob has a 40% chance of doing nothing this round while the odds of alice doing the same are something like half a percent chance on any given round if my math is right. Alice has higher damage and better odds of doing at least partial damage each round. [*]Because alice is doing 3 attacks with a 60% chance of dealing 10.5 damage compared to bob's 1 attack totaling a 21.5 average she has a very good chance of not only hitting but equaling bob's damage by connecting on two attacks [*]In the past this was balanced out because anything with DR or resistance X would multiply that reduction for alice maybe to the point of negating one or more entire attacks whole bob could still break through & deal most of his damage [*]5e didn't stop there though because it failed to include resistance on much of anything & found one hammer it liked for nearly everything else with "nonmagical piercing bludgeoning or slashing" [/LIST] The example might have been an evoker wiz/dragon sorc vrs a warlock or a fighter with a long bow & 3 attacks, but it works with any combo... 5e just eliminated most of the martial hit it fewer times like a truck stuff or made them traps like the charger feat so I avoided the need for spherical cows in an example [/QUOTE]
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Community
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Level Up: Advanced 5th Edition (A5E)
Incremental Die Bonus for Resistance/Vulnerability and ''double prof''.
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