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General Tabletop Discussion
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Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Sage Genesis" data-source="post: 6262467" data-attributes="member: 6706099"><p>I have some real problems with this analysis.</p><p></p><p>First, a short rest as a full hour. I find it implausible that three times per day a party could find a suitable spot to rest for so long. Giving the Fighter action surge during each encounter is an unlikely scenario.</p><p></p><p>Second, the Mage has arcane recovery. If you're going to give the Fighter action surge, then you also need to give the Mage extra spell slots totaling up to three spell levels.</p><p></p><p>Third, I'd like to know how 13.5 rays will hit considering only 12 are fired off in the first place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>(I think you looked at the 3 x 6d6 and somehow thought 3x6 means 18 rays are fired?)</p><p></p><p>Fourth, if the Mage has some more favorable AoE he will do way more damage. Magic Missile's damage pales in comparison to what Burning Hands can do. (MM will hit for 10.5 average, BH can hit for 53.55 on average if it catches the maximum amount of medium-sized targets.) And with up to seven of those thanks to arcane recovery, he could exceed the Fighter's damage using nothing but his first level slots.</p><p></p><p></p><p>I'm not really out to prove either the Fighter or the Mage to be superior, but as far as analysis goes this just doesn't help much. Either one's use will depend massively on the details of the scenario so it's rather a case-by-case basis.</p><p></p><p></p><p>Edit:</p><p>Oh and Scorching Rays can critical hit too. You didn't take that into account although you did for the Fighter.</p></blockquote><p></p>
[QUOTE="Sage Genesis, post: 6262467, member: 6706099"] I have some real problems with this analysis. First, a short rest as a full hour. I find it implausible that three times per day a party could find a suitable spot to rest for so long. Giving the Fighter action surge during each encounter is an unlikely scenario. Second, the Mage has arcane recovery. If you're going to give the Fighter action surge, then you also need to give the Mage extra spell slots totaling up to three spell levels. Third, I'd like to know how 13.5 rays will hit considering only 12 are fired off in the first place. ;) (I think you looked at the 3 x 6d6 and somehow thought 3x6 means 18 rays are fired?) Fourth, if the Mage has some more favorable AoE he will do way more damage. Magic Missile's damage pales in comparison to what Burning Hands can do. (MM will hit for 10.5 average, BH can hit for 53.55 on average if it catches the maximum amount of medium-sized targets.) And with up to seven of those thanks to arcane recovery, he could exceed the Fighter's damage using nothing but his first level slots. I'm not really out to prove either the Fighter or the Mage to be superior, but as far as analysis goes this just doesn't help much. Either one's use will depend massively on the details of the scenario so it's rather a case-by-case basis. Edit: Oh and Scorching Rays can critical hit too. You didn't take that into account although you did for the Fighter. [/QUOTE]
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