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Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Don Durito" data-source="post: 8307664" data-attributes="member: 6687260"><p>So let's dive a little deeper and look at what the opportunity costs are for a Champion.</p><p></p><p>A level 5 champion has two attacks, with a Crit on a 19 or 20, which gives you a19% chance of critting on at least one of those attacks. (Obviously more if you managed to get advantage). If you have Great Weapon Fighter that Crit may well get you an extra attack (and the same if you knock someone down to 0).</p><p></p><p>The Crit effects matter here because, while it's still less likely than not to happen, it's something you get for free on top of just attacking. Even without the Crit the Champion has decent single target damage, quite possibly the best and most reliable single target damge in the group. There's a very good chance that the Champion attacking takes an enemy out of the fight (if not by their own damage, then by bringing them down low enough that another PC can take them down before they get another chance to act - and if that damage comes from an AOE or something like Spirit Guardians - it might not even cost that other PC anything.).</p><p></p><p>So the opportunity cost for the Champion is actually quite high. You then combine that with the fact that the kind of effects that the Champion can gain from a stunt: eg, multi-target damage or control, are the sort of thing that other characters can do, characters that may not be able to put out the same kind of reliable damage the Champion can. So a Champion who gives up making his attacks with their single target damage and enhanced crit chance does so at an opportunity cost for the whole group, as it may well be the group can replicate what he would do with a stunt, but not what he would do with his normal attacks. Of course, if you have a whole party of Fighters and Rogues the opportnity cost for stunts is a lot less, as they let you potentially pull off effects that are not replicable.</p><p></p><p>So there's a lot there to trade-off. A good round from the Fighter, especially with a Crit, could potentially swing the whole combat. In addition, the chance that the Fighter, with his two attacks and high accuracy in 5e will fail to do anything at all is quite low.</p><p></p><p>You saw similar issues with the 4e stunt damage rules. You had improvised damage ratings for equivalent to at-will powers, Encounter Powers and Daily powers. Once you had all three Encounter Powers then you were usually giving up a potential encounter power to pull of a stunt, but with effectively disadvantage (because you had to pass a skill roll first) so really you should almost usually use the damage equivalent to Daily powers for stunts. This was not intuitive, however. The tendency is to low ball.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8307664, member: 6687260"] So let's dive a little deeper and look at what the opportunity costs are for a Champion. A level 5 champion has two attacks, with a Crit on a 19 or 20, which gives you a19% chance of critting on at least one of those attacks. (Obviously more if you managed to get advantage). If you have Great Weapon Fighter that Crit may well get you an extra attack (and the same if you knock someone down to 0). The Crit effects matter here because, while it's still less likely than not to happen, it's something you get for free on top of just attacking. Even without the Crit the Champion has decent single target damage, quite possibly the best and most reliable single target damge in the group. There's a very good chance that the Champion attacking takes an enemy out of the fight (if not by their own damage, then by bringing them down low enough that another PC can take them down before they get another chance to act - and if that damage comes from an AOE or something like Spirit Guardians - it might not even cost that other PC anything.). So the opportunity cost for the Champion is actually quite high. You then combine that with the fact that the kind of effects that the Champion can gain from a stunt: eg, multi-target damage or control, are the sort of thing that other characters can do, characters that may not be able to put out the same kind of reliable damage the Champion can. So a Champion who gives up making his attacks with their single target damage and enhanced crit chance does so at an opportunity cost for the whole group, as it may well be the group can replicate what he would do with a stunt, but not what he would do with his normal attacks. Of course, if you have a whole party of Fighters and Rogues the opportnity cost for stunts is a lot less, as they let you potentially pull off effects that are not replicable. So there's a lot there to trade-off. A good round from the Fighter, especially with a Crit, could potentially swing the whole combat. In addition, the chance that the Fighter, with his two attacks and high accuracy in 5e will fail to do anything at all is quite low. You saw similar issues with the 4e stunt damage rules. You had improvised damage ratings for equivalent to at-will powers, Encounter Powers and Daily powers. Once you had all three Encounter Powers then you were usually giving up a potential encounter power to pull of a stunt, but with effectively disadvantage (because you had to pass a skill roll first) so really you should almost usually use the damage equivalent to Daily powers for stunts. This was not intuitive, however. The tendency is to low ball. [/QUOTE]
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