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<blockquote data-quote="Lokiare" data-source="post: 6262518" data-attributes="member: 83996"><p>Did I miss a packet after the 8/02/13 packet? I'm not seeing anything listed in the Fighter section for a Great Weapon feature.</p><p></p><p>Let's go over this line by line so everyone can understand where we are getting our numbers:</p><p></p><p>Our assumptions:</p><p></p><p>Both</p><p></p><p> 3 Rounds per encounter</p><p> 4 Encounters</p><p> Total rounds = 12</p><p> Average AC 12.86_ (I went through all the level 5 monsters in the bestiary) so we'll say 13</p><p> Average save bonuses (rounded in favor of the Fighter) Str: +3, Dex: +2, Con: +2, Int: -1, Wis: +1, Cha: +0</p><p></p><p>Fighter</p><p></p><p> Level 5</p><p> Great Sword (2d6, slashing)</p><p> Action Surge 2x a day (being generous, its unlikely in play they would get it more than 1x day)</p><p> Warrior sub-class for the 19-20 crit range.</p><p> 2 attacks per action (4x when using Action Surge).</p><p> Strength 20 (+5)</p><p> Attack bonus +8 (Str mod + fighter bonus)</p><p> Damage 2d6+5</p><p></p><p>Wizard</p><p></p><p> Level 5</p><p> Only use half of their daily spells for combat. 1st(2), 2nd(2), 3rd(1)</p><p> Spell DC 17</p><p> Intelligence 20 (+5)</p><p> Attack bonus +7 (Magic bonus + Int mod)</p><p> Evocation sub-class (Potent Cantrip - Half Damage on a miss or save)</p><p></p><p></p><p>Fighter Math:</p><p>Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance</p><p>Hit %: (((20 - (13 - 8)) + 1) * .05) - .1 = .7 = 70%</p><p></p><p>Crit %: Percent of each point on dice * number of points in crit range</p><p>Crit %: .05 * 2 = .1</p><p></p><p>Damage based on hit and crit chance:</p><p>Hit ((1d6*2)+str mod) * hit chance</p><p>Hit ((3.5*2)+5)*.7 = 8.4;</p><p></p><p>Crit (((2d6*2)+1d6) + str mod * crit chance</p><p>Crit ((((12*2)+3.5)+5) * .1 = 3.25</p><p></p><p>Total 8.4 + 3.25 = 11.65 per attack.</p><p></p><p>Number of attacks per round day:</p><p>(attacks per round * rounds in a day) + extra attacks from action surge</p><p>(2 * 12) + 4 = 28</p><p></p><p>Total Damage per day: 28 * 11.65 = 326.2</p><p></p><p>Wizard Math:</p><p></p><p>Dex vs. Spell DC</p><p>Hit %: (((DC - Dex mod) - equal to or greater on dice) * percent of each point on dice)</p><p>Hit %: (((17 - 2)) - 1) * .05) = .7 = 70%</p><p></p><p>Miss %: 100% - 70% = 30%</p><p></p><p></p><p></p><p>Con vs. Spell DC</p><p>Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)</p><p>Hit %: (((17 - 2)) - 1) * .05) = .7 = 70%</p><p></p><p>Miss %: 100% - 70% = 30%</p><p></p><p></p><p></p><p>Wis vs. Spell DC</p><p>Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)</p><p>Hit %: (((17 - 1)) - 1) * .05) = .75 = 75%</p><p></p><p>Miss %: 100% - 75% = 25%</p><p></p><p>Str vs. Spell DC</p><p>Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice)</p><p>Hit %: (((17 - 3)) - 1) * .05) = .65 = 65%</p><p></p><p>Miss %: 100% - 65% = 35%</p><p></p><p>Vs. AC Magic bonus + Int mod:</p><p>Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance</p><p>Hit %: (((20 - (13 - 7)) + 1) * .05) - .05 = .7 = 70%</p><p></p><p>Crit %: Percent of each point on dice * number of points in crit range</p><p>Crit %: .05 * 1 = .05 = 5%</p><p></p><p>Miss %: 100% - (hit chance + crit chance)</p><p>Miss %: 1 - (.7 + .05) = .25</p><p></p><p></p><p>Cantrips</p><p></p><p>Chill Touch / Ray of Frost</p><p>Hit: (1d8 * 2) * hit chance</p><p>Hit: (4.5*2) * .7 = 6.3</p><p></p><p>Crit: ((1d8 * 2) + 1d8) * crit chance</p><p>Crit: ((8*2)+4.5) * .05 = 1.025</p><p></p><p>Miss: ((1d8 * 2) / 2) * miss chance</p><p>Miss: ((4.5 * 2) / 2) * .25 = 1.125</p><p></p><p>Total: 6.3 + 1.025 + 1.125 = 8.45</p><p></p><p>Shocking Grasp</p><p>Hit: (1d8 * 2) * hit chance</p><p>Hit: (4.5*2) * .7 = 6.3</p><p></p><p>Miss: ((1d8*2)/2) * miss chance</p><p>Miss: ((4.5*2)/2) * .25 = 1.125</p><p></p><p>Total: 6.3 + 1.125 = 7.425</p><p></p><p>So our best bet for Cantrips is Chill Touch / Ray of Frost for 8.45 DPR</p><p></p><p>Now for the dailies:</p><p>1st level</p><p></p><p>Magic Missile</p><p>Hit: (3d4+3) * hit chance</p><p>Hit: ((2.5 * 3)+3) * 1 = 10.5</p><p></p><p>Thunder Wave</p><p>Hit: (1d8*2) * hit chance</p><p>Hit: (4.5*2) * .7 = 6.3</p><p></p><p>Miss: ((1d8*2)/2) * miss chance</p><p>Miss: ((4.5*2)/2) * .25 = 1.125</p><p></p><p>Total: 6.3 + 1.125 = 7.425</p><p></p><p>Burning Hands</p><p>Hit: (3d6) * hit chance</p><p>Hit: ((3.5*3) * .7 = 7.35</p><p></p><p>Miss: ((3d6)/2) * miss chance</p><p>Miss: ((3.5*3)/2) * .3 = 1.575</p><p></p><p>Total: 7.35 + 1.575 = 8.925</p><p></p><p>So Burning Hands is our winner at 8.925 damage per cast and we can cast it 2x for 17.85.</p><p></p><p>2nd Level</p><p></p><p>Melf's Acid Arrow</p><p>Hit: (6d6) * hit chance</p><p>Hit: (3.5*6) * .7 = 14.7</p><p></p><p>Crit: ((6d6) + 1d6) * crit chance</p><p>Crit: ((6*6)+3.5) * .05 = 1.975</p><p></p><p>Miss: (3d6) * miss chance</p><p>Miss: (3.5 * 3) * .25 = 2.625</p><p></p><p>Total: 14.7 + 1.975 + 2.625 = 19.3</p><p></p><p>Scorching Ray</p><p>Hit: (2d6) * hit chance</p><p>Hit: (3.5*2) * .7 = 4.9</p><p></p><p>Crit: ((2d6) + 1d6) * crit chance</p><p>Crit: ((6*2)+3.5) * .05 = 0.775</p><p></p><p>Total: (4.9 + 0.775) * 3 = 17.025</p><p></p><p>So looks like 2 Melf's Acid Arrows for 38.6 damage per day. So far our total is 56.45</p><p></p><p>3rd Level</p><p></p><p>Schorching Ray (used from a 3rd level slot)</p><p>Hit: (2d6) * hit chance</p><p>Hit: (3.5*2) * .7 = 4.9</p><p></p><p>Crit: ((2d6) + 1d6) * crit chance</p><p>Crit: ((6*2)+3.5) * .05 = 0.775</p><p></p><p>Total: (4.9 + 0.775) * 4 = 22.7</p><p></p><p>Hasted Cantrips for 3 rounds</p><p>8.45 * 3 = 25.35</p><p></p><p>Flaming Sphere (used from a 3rd level slot)</p><p>Hit: (3d6) * hit chance</p><p>Hit: ((3.5*3) * .7 = 7.35</p><p></p><p>Miss: ((3d6)/2) * miss chance</p><p>Miss: ((3.5*3)/2) * .3 = 1.575</p><p></p><p>Total: 7.35 + 1.575 = 8.925 * 3 rounds = 26.775</p><p></p><p>Now to total all the spells of the day:</p><p></p><p>2x Burning Hands (17.85), 2x Melf's Acid Arrow (38.6), 1x Flaming Sphere (3rd level slot for 3 rounds) (26.775), Ray of Frost x 5 (42.25) = 125.475</p><p></p><p>Fighter = 326.2</p><p>Wizard = 125.475</p><p></p><p>Not that impressive huh? Well, now instead of trying to deal direct damage, lets take a look at what happens when the Wizard takes out creatures using non-damaging spells:</p><p></p><p>The average hp at level 5 for monsters in the bestiary is 44. So theh base damage of a save or die spell is 44 multiplied by its hit rate.</p><p></p><p>The extra attack granted by Haste to the Fighter counts as DPR for the Wizard, because without the Wizard there to cast it, the Fighter wouldn't be able to do it.</p><p></p><p>1st level</p><p></p><p>Charm Person</p><p>(when used to convince a combatant to leave the battle)</p><p>Hit: (44) * hit chance</p><p>Hit: 44 * .75 = 33</p><p></p><p>Now we know that not all creatures will be humanoid, however in a given day its pretty likely you will run across at least 2 humanoids that you come into conflict with so x2 = 66</p><p></p><p>2nd level</p><p></p><p>Hold Person</p><p>(Assuming they will be dead in 3 rounds, since combats only last 3 rounds, we will do the math for 3 rounds of hold person)</p><p></p><p>Hit: 44 * ((hit chance)^rounds)</p><p>Hit: 44 * ((.75)^3) = 18.5625</p><p></p><p>Web</p><p>(Which makes it trivial to kill something, advantage on attacks and the target gets disadvantage on their attacks if they even have a ranged attack, unless they have some kind of fire which is rare, we will do the math for 1 Dex save and then 2 Str checks vs. Spell DC)</p><p></p><p>Hit: 44 * (((Dex hit chance)^rounds) * ((Str hit chance)^rounds))</p><p>Hit: 44 * (((.70)^1) * ((.65)^2)) = 13.013</p><p></p><p>Suggestion</p><p>("It would probably be best if get as far away from here as you can, its dangerous")</p><p></p><p>Hit: 44 * hit chance</p><p>Hit: 44 * .75 = 33</p><p></p><p>x2 = 66</p><p></p><p>3rd level</p><p></p><p>Haste</p><p>(used on the Fighter and the Fighters extra attacks damage counted toward the Mage)</p><p>Fighter attack damage * rounds in a combat</p><p>11.65 * 3 = 34.95</p><p></p><p>Charm Person x2 (66), Suggestion x2 (66), Haste (on Fighter) 34.95, and Ray of Frost x7 (59.15) for a total of 226.1</p><p></p><p>Fighter = 326.2</p><p>Wizard = 226.1</p><p></p><p>Notice how close those are. The Wizard does about 70% of the damage of the Fighter over the course of a 3 round per encounter 4 encounter per day. Now that's when they give up half their spells. They can easily outdo the Fighter if they go all combat spells:</p><p></p><p>Charm Person x4 (132), Suggestion x3 (99), Haste (on fighter) x2 69.7 and Ray of Frost x7 (59.15) for a total of 359.85</p><p></p><p>Fighter = 326.2</p><p>Wizard = 359.85</p><p></p><p>So in this case the Fighter actually does about 90% of the damage of the Wizard. Since the Fighter has little or no out of combat utility (minus standing watch, which the Wizard can do with a ritual casting of alarm) this comparison is valid.</p><p></p><p>This gap only widens as the characters gain levels and the Wizard goes up in quadratic power. On top of this the Wizard has the ability to hit multiple targets with Suggestion and other save or die/suck spells. Which means the Wizard comes out ahead easily except in rare corner cases when the DM doesn't follow the guidelines in the DM document.</p><p></p><p>Edit: Note I didn't use Arcane Recovery which would push the number up much higher.</p><p></p><p>Edit 2: Also note that I'm using the "080213 DnD Next Playtest Packet". I don't have access to the newer one, if someone would be so kind to PM me a way to get it, I would love to do an analysis on it too.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6262518, member: 83996"] Did I miss a packet after the 8/02/13 packet? I'm not seeing anything listed in the Fighter section for a Great Weapon feature. Let's go over this line by line so everyone can understand where we are getting our numbers: Our assumptions: Both 3 Rounds per encounter 4 Encounters Total rounds = 12 Average AC 12.86_ (I went through all the level 5 monsters in the bestiary) so we'll say 13 Average save bonuses (rounded in favor of the Fighter) Str: +3, Dex: +2, Con: +2, Int: -1, Wis: +1, Cha: +0 Fighter Level 5 Great Sword (2d6, slashing) Action Surge 2x a day (being generous, its unlikely in play they would get it more than 1x day) Warrior sub-class for the 19-20 crit range. 2 attacks per action (4x when using Action Surge). Strength 20 (+5) Attack bonus +8 (Str mod + fighter bonus) Damage 2d6+5 Wizard Level 5 Only use half of their daily spells for combat. 1st(2), 2nd(2), 3rd(1) Spell DC 17 Intelligence 20 (+5) Attack bonus +7 (Magic bonus + Int mod) Evocation sub-class (Potent Cantrip - Half Damage on a miss or save) Fighter Math: Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance Hit %: (((20 - (13 - 8)) + 1) * .05) - .1 = .7 = 70% Crit %: Percent of each point on dice * number of points in crit range Crit %: .05 * 2 = .1 Damage based on hit and crit chance: Hit ((1d6*2)+str mod) * hit chance Hit ((3.5*2)+5)*.7 = 8.4; Crit (((2d6*2)+1d6) + str mod * crit chance Crit ((((12*2)+3.5)+5) * .1 = 3.25 Total 8.4 + 3.25 = 11.65 per attack. Number of attacks per round day: (attacks per round * rounds in a day) + extra attacks from action surge (2 * 12) + 4 = 28 Total Damage per day: 28 * 11.65 = 326.2 Wizard Math: Dex vs. Spell DC Hit %: (((DC - Dex mod) - equal to or greater on dice) * percent of each point on dice) Hit %: (((17 - 2)) - 1) * .05) = .7 = 70% Miss %: 100% - 70% = 30% Con vs. Spell DC Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice) Hit %: (((17 - 2)) - 1) * .05) = .7 = 70% Miss %: 100% - 70% = 30% Wis vs. Spell DC Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice) Hit %: (((17 - 1)) - 1) * .05) = .75 = 75% Miss %: 100% - 75% = 25% Str vs. Spell DC Hit %: (((DC - Con mod) - equal to or greater on dice) * percent of each point on dice) Hit %: (((17 - 3)) - 1) * .05) = .65 = 65% Miss %: 100% - 65% = 35% Vs. AC Magic bonus + Int mod: Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance Hit %: (((20 - (13 - 7)) + 1) * .05) - .05 = .7 = 70% Crit %: Percent of each point on dice * number of points in crit range Crit %: .05 * 1 = .05 = 5% Miss %: 100% - (hit chance + crit chance) Miss %: 1 - (.7 + .05) = .25 Cantrips Chill Touch / Ray of Frost Hit: (1d8 * 2) * hit chance Hit: (4.5*2) * .7 = 6.3 Crit: ((1d8 * 2) + 1d8) * crit chance Crit: ((8*2)+4.5) * .05 = 1.025 Miss: ((1d8 * 2) / 2) * miss chance Miss: ((4.5 * 2) / 2) * .25 = 1.125 Total: 6.3 + 1.025 + 1.125 = 8.45 Shocking Grasp Hit: (1d8 * 2) * hit chance Hit: (4.5*2) * .7 = 6.3 Miss: ((1d8*2)/2) * miss chance Miss: ((4.5*2)/2) * .25 = 1.125 Total: 6.3 + 1.125 = 7.425 So our best bet for Cantrips is Chill Touch / Ray of Frost for 8.45 DPR Now for the dailies: 1st level Magic Missile Hit: (3d4+3) * hit chance Hit: ((2.5 * 3)+3) * 1 = 10.5 Thunder Wave Hit: (1d8*2) * hit chance Hit: (4.5*2) * .7 = 6.3 Miss: ((1d8*2)/2) * miss chance Miss: ((4.5*2)/2) * .25 = 1.125 Total: 6.3 + 1.125 = 7.425 Burning Hands Hit: (3d6) * hit chance Hit: ((3.5*3) * .7 = 7.35 Miss: ((3d6)/2) * miss chance Miss: ((3.5*3)/2) * .3 = 1.575 Total: 7.35 + 1.575 = 8.925 So Burning Hands is our winner at 8.925 damage per cast and we can cast it 2x for 17.85. 2nd Level Melf's Acid Arrow Hit: (6d6) * hit chance Hit: (3.5*6) * .7 = 14.7 Crit: ((6d6) + 1d6) * crit chance Crit: ((6*6)+3.5) * .05 = 1.975 Miss: (3d6) * miss chance Miss: (3.5 * 3) * .25 = 2.625 Total: 14.7 + 1.975 + 2.625 = 19.3 Scorching Ray Hit: (2d6) * hit chance Hit: (3.5*2) * .7 = 4.9 Crit: ((2d6) + 1d6) * crit chance Crit: ((6*2)+3.5) * .05 = 0.775 Total: (4.9 + 0.775) * 3 = 17.025 So looks like 2 Melf's Acid Arrows for 38.6 damage per day. So far our total is 56.45 3rd Level Schorching Ray (used from a 3rd level slot) Hit: (2d6) * hit chance Hit: (3.5*2) * .7 = 4.9 Crit: ((2d6) + 1d6) * crit chance Crit: ((6*2)+3.5) * .05 = 0.775 Total: (4.9 + 0.775) * 4 = 22.7 Hasted Cantrips for 3 rounds 8.45 * 3 = 25.35 Flaming Sphere (used from a 3rd level slot) Hit: (3d6) * hit chance Hit: ((3.5*3) * .7 = 7.35 Miss: ((3d6)/2) * miss chance Miss: ((3.5*3)/2) * .3 = 1.575 Total: 7.35 + 1.575 = 8.925 * 3 rounds = 26.775 Now to total all the spells of the day: 2x Burning Hands (17.85), 2x Melf's Acid Arrow (38.6), 1x Flaming Sphere (3rd level slot for 3 rounds) (26.775), Ray of Frost x 5 (42.25) = 125.475 Fighter = 326.2 Wizard = 125.475 Not that impressive huh? Well, now instead of trying to deal direct damage, lets take a look at what happens when the Wizard takes out creatures using non-damaging spells: The average hp at level 5 for monsters in the bestiary is 44. So theh base damage of a save or die spell is 44 multiplied by its hit rate. The extra attack granted by Haste to the Fighter counts as DPR for the Wizard, because without the Wizard there to cast it, the Fighter wouldn't be able to do it. 1st level Charm Person (when used to convince a combatant to leave the battle) Hit: (44) * hit chance Hit: 44 * .75 = 33 Now we know that not all creatures will be humanoid, however in a given day its pretty likely you will run across at least 2 humanoids that you come into conflict with so x2 = 66 2nd level Hold Person (Assuming they will be dead in 3 rounds, since combats only last 3 rounds, we will do the math for 3 rounds of hold person) Hit: 44 * ((hit chance)^rounds) Hit: 44 * ((.75)^3) = 18.5625 Web (Which makes it trivial to kill something, advantage on attacks and the target gets disadvantage on their attacks if they even have a ranged attack, unless they have some kind of fire which is rare, we will do the math for 1 Dex save and then 2 Str checks vs. Spell DC) Hit: 44 * (((Dex hit chance)^rounds) * ((Str hit chance)^rounds)) Hit: 44 * (((.70)^1) * ((.65)^2)) = 13.013 Suggestion ("It would probably be best if get as far away from here as you can, its dangerous") Hit: 44 * hit chance Hit: 44 * .75 = 33 x2 = 66 3rd level Haste (used on the Fighter and the Fighters extra attacks damage counted toward the Mage) Fighter attack damage * rounds in a combat 11.65 * 3 = 34.95 Charm Person x2 (66), Suggestion x2 (66), Haste (on Fighter) 34.95, and Ray of Frost x7 (59.15) for a total of 226.1 Fighter = 326.2 Wizard = 226.1 Notice how close those are. The Wizard does about 70% of the damage of the Fighter over the course of a 3 round per encounter 4 encounter per day. Now that's when they give up half their spells. They can easily outdo the Fighter if they go all combat spells: Charm Person x4 (132), Suggestion x3 (99), Haste (on fighter) x2 69.7 and Ray of Frost x7 (59.15) for a total of 359.85 Fighter = 326.2 Wizard = 359.85 So in this case the Fighter actually does about 90% of the damage of the Wizard. Since the Fighter has little or no out of combat utility (minus standing watch, which the Wizard can do with a ritual casting of alarm) this comparison is valid. This gap only widens as the characters gain levels and the Wizard goes up in quadratic power. On top of this the Wizard has the ability to hit multiple targets with Suggestion and other save or die/suck spells. Which means the Wizard comes out ahead easily except in rare corner cases when the DM doesn't follow the guidelines in the DM document. Edit: Note I didn't use Arcane Recovery which would push the number up much higher. Edit 2: Also note that I'm using the "080213 DnD Next Playtest Packet". I don't have access to the newer one, if someone would be so kind to PM me a way to get it, I would love to do an analysis on it too. [/QUOTE]
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