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Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Lokiare" data-source="post: 6262545" data-attributes="member: 83996"><p>But wait there's more!</p><p></p><p>The average attack bonus of creatures of level 5 is +5.5</p><p></p><p>How high of AC can a Fighter achieve (as in miss chance)?</p><p></p><p>Somewhere around AC 19 maybe 20, which means the Fighter gets hit:</p><p></p><p>Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance</p><p>Hit %: (((20 - (20 - 5.5)) + 1) * .05) = 0.325 = 32.5%</p><p></p><p>Now let's look at a Wizard that doesn't want to get hit:</p><p></p><p>Mage Armor with Dex 16 is AC 16:</p><p></p><p>Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance</p><p>Hit %: (((20 - (16 - 5.5)) + 1) * .05) = 0.525 = 52.5%</p><p></p><p>But wait, there's more:</p><p></p><p>Mirror Image:</p><p></p><p>33% hit chance</p><p>52.5% * 33% = 17.325%</p><p></p><p>Oh look the Wizard has less of a chance of being hit than the fighter in full plate and a shield if they so choose.</p><p></p><p>But wait there's more:</p><p></p><p>How many rounds will it take the Fighter to take down a group of 5 level 5 enemies?</p><p></p><p>Using my numbers from the post above:</p><p></p><p>44 / (2 * 11.65) = 1.88 rounds (rounded to 2 because there are no partial rounds in D&D) 2.</p><p></p><p>2 rounds per combatant = 10 rounds.</p><p></p><p>How long does it take the Wizard?</p><p></p><p>Suggestion 75% hit chance so 3 of them go out in the first round, then Charm Person for the other two with the same chance. So we'll be generous to the Fighter and say only one is affected. That leaves one to be taken out by the hasted Fighters extra attack each round which means another 4 rounds. So it takes 7 rounds for the Wizard. We could probably shave that off if we went with straight damage spells because 70% of the Fighters damage to all 5 at a time is going to go really quickly. Doing the math it would be 6 rounds.</p><p></p><p>But wait there's more:</p><p></p><p>How about out of combat utility (hint, hint: Mage Hand, Alarm, Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Identify, Invisibility, Knock, Suggestion, Rope Trick (free short rest), Fly, Spider Climb, Water Breathing, etc...etc... vs. A couple of decent ability scores)?</p><p></p><p>How about survivability (hint, hint: False Life, Blur, Mirror Image, Blink, Fly, etc...etc... vs. the Fighter not dropping at 0 a few times)?</p><p></p><p>I could go on and on and on, but I won't. I think I've made my point...</p><p></p><p>Edit: And before anyone tries to claim 'Schrodinger Wizard', guess what? 5E has that as a design concept. The Wizard can literally prepare their best spells both combat and out of combat and simply use the one they want as needed. So its entirely possible to grab the utility and combat spells and depending on what you encounter you could be the best exploration character, combat character, or social character that day.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6262545, member: 83996"] But wait there's more! The average attack bonus of creatures of level 5 is +5.5 How high of AC can a Fighter achieve (as in miss chance)? Somewhere around AC 19 maybe 20, which means the Fighter gets hit: Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance Hit %: (((20 - (20 - 5.5)) + 1) * .05) = 0.325 = 32.5% Now let's look at a Wizard that doesn't want to get hit: Mage Armor with Dex 16 is AC 16: Hit %: (((invert - (AC - bonus)) + equal to or greater on dice) * percent of each point on dice) - crit chance Hit %: (((20 - (16 - 5.5)) + 1) * .05) = 0.525 = 52.5% But wait, there's more: Mirror Image: 33% hit chance 52.5% * 33% = 17.325% Oh look the Wizard has less of a chance of being hit than the fighter in full plate and a shield if they so choose. But wait there's more: How many rounds will it take the Fighter to take down a group of 5 level 5 enemies? Using my numbers from the post above: 44 / (2 * 11.65) = 1.88 rounds (rounded to 2 because there are no partial rounds in D&D) 2. 2 rounds per combatant = 10 rounds. How long does it take the Wizard? Suggestion 75% hit chance so 3 of them go out in the first round, then Charm Person for the other two with the same chance. So we'll be generous to the Fighter and say only one is affected. That leaves one to be taken out by the hasted Fighters extra attack each round which means another 4 rounds. So it takes 7 rounds for the Wizard. We could probably shave that off if we went with straight damage spells because 70% of the Fighters damage to all 5 at a time is going to go really quickly. Doing the math it would be 6 rounds. But wait there's more: How about out of combat utility (hint, hint: Mage Hand, Alarm, Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Identify, Invisibility, Knock, Suggestion, Rope Trick (free short rest), Fly, Spider Climb, Water Breathing, etc...etc... vs. A couple of decent ability scores)? How about survivability (hint, hint: False Life, Blur, Mirror Image, Blink, Fly, etc...etc... vs. the Fighter not dropping at 0 a few times)? I could go on and on and on, but I won't. I think I've made my point... Edit: And before anyone tries to claim 'Schrodinger Wizard', guess what? 5E has that as a design concept. The Wizard can literally prepare their best spells both combat and out of combat and simply use the one they want as needed. So its entirely possible to grab the utility and combat spells and depending on what you encounter you could be the best exploration character, combat character, or social character that day. [/QUOTE]
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