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General Tabletop Discussion
*Dungeons & Dragons
Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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<blockquote data-quote="Blackbrrd" data-source="post: 6170637" data-attributes="member: 63962"><p>At level 1 the difference between a specialized an non-specialized character isn't so big (in 3.5), the to-hit and damage is about the same. The delta is maybe +2 to hit/damage due to worse stats and lack of feats. Later on it gets worse. </p><p></p><p>From your posts above, you might lack those +1hit/+2damage from feats*, +2hit/damage from stats** and you are maybe lacking +1hit/damage because you have lower enhancement bonuses to your weapon. You will probably have to get a lower stat boosting item as well, so +1hit/damage there as well. Total: +5hit/+6damage. I think the delta will be even higher.</p><p></p><p>Let's say an optimized character has a 70% chance of hitting and do 1d8+16 damage for a dpr of 14. The unoptimized character gets a 45% chance of hitting and does 1d8+10 damage for a dpr of 7. </p><p></p><p>Most of the problem in my opinion comes from the progression while the leveling. The delta is there to begin with, but it's maybe 20%. Later on the gap widens to something like 50% that's just harsh. A better game design is something I think is needed. They have done something about it in 5e though, removing the assumed magic item scaling, and stopping it at +3. That was probably accounting for half the delta in the equation above.</p><p></p><p>In 4e they added an optional rule for magic items, where you get inherent bonuses to hit/damage/defenses at certain levels (that didn't stack with magic items) and they did away with stat boosting items or magic. I am going to use the inherent bonuses for my next 4e game (if I get there) and try to make finding a magic item really magical again.</p><p></p><p>*getting single specialization instead of double</p><p>**getting 2x 16 instead of a 20</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6170637, member: 63962"] At level 1 the difference between a specialized an non-specialized character isn't so big (in 3.5), the to-hit and damage is about the same. The delta is maybe +2 to hit/damage due to worse stats and lack of feats. Later on it gets worse. From your posts above, you might lack those +1hit/+2damage from feats*, +2hit/damage from stats** and you are maybe lacking +1hit/damage because you have lower enhancement bonuses to your weapon. You will probably have to get a lower stat boosting item as well, so +1hit/damage there as well. Total: +5hit/+6damage. I think the delta will be even higher. Let's say an optimized character has a 70% chance of hitting and do 1d8+16 damage for a dpr of 14. The unoptimized character gets a 45% chance of hitting and does 1d8+10 damage for a dpr of 7. Most of the problem in my opinion comes from the progression while the leveling. The delta is there to begin with, but it's maybe 20%. Later on the gap widens to something like 50% that's just harsh. A better game design is something I think is needed. They have done something about it in 5e though, removing the assumed magic item scaling, and stopping it at +3. That was probably accounting for half the delta in the equation above. In 4e they added an optional rule for magic items, where you get inherent bonuses to hit/damage/defenses at certain levels (that didn't stack with magic items) and they did away with stat boosting items or magic. I am going to use the inherent bonuses for my next 4e game (if I get there) and try to make finding a magic item really magical again. *getting single specialization instead of double **getting 2x 16 instead of a 20 [/QUOTE]
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Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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