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General Tabletop Discussion
*Dungeons & Dragons
Level 11+: How do the Warriors compare?
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<blockquote data-quote="cooperjer" data-source="post: 7163414" data-attributes="member: 6862150"><p>I like the idea of reducing the number of dice rolls to hit coupled with target decision making. It sounds like the fighter gets fewer attacks, but at greater accuracy. Does that mean the player rolls more dice to increase accuracy or is there a flat bonus added when the multiple attack feature is gained? I do have a concern about the overkill aspect of it, but I would think you could allow the player to assign damage in increments of 5 or 10. Once a NPC is dead the player may choose a new target and start assigning damage again in increments of 5 or 10 with the remainder added on at the end. Instead of having the player roll again to check if the PC hits on the second target just use the first roll to determine the accuracy of attacks for the round. I would also change critical hits to double the strength/dex bonus in this design change.</p><p></p><p>I believe your question was about class balance at level 11 and greater. I would recommend putting together a spreadsheet and review every even level or every 3rd level. Keep in mind some classes have several tricks they can use to make the game fun for the player, i.e. BM dice, hiding, sneak attack, etc. In my opinion, the barbarian is intended to dish out the most damage in melee, so when I did an analysis I was happy to see that, and I wasn't to worried about the design change I was reviewing. You may have a different goal with respect to damage output per class. At level 17 the damage output was crazy high for some class mixes, and I thought that was odd; however, at that level, I don't think the encounters can easily be solved with combat. If the encounter is combat heavy, then I expect the PCs in my game to win, depending on how many resources they used earlier in that game.</p><p></p><p>I hope I answered your question. If not, please restate it.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7163414, member: 6862150"] I like the idea of reducing the number of dice rolls to hit coupled with target decision making. It sounds like the fighter gets fewer attacks, but at greater accuracy. Does that mean the player rolls more dice to increase accuracy or is there a flat bonus added when the multiple attack feature is gained? I do have a concern about the overkill aspect of it, but I would think you could allow the player to assign damage in increments of 5 or 10. Once a NPC is dead the player may choose a new target and start assigning damage again in increments of 5 or 10 with the remainder added on at the end. Instead of having the player roll again to check if the PC hits on the second target just use the first roll to determine the accuracy of attacks for the round. I would also change critical hits to double the strength/dex bonus in this design change. I believe your question was about class balance at level 11 and greater. I would recommend putting together a spreadsheet and review every even level or every 3rd level. Keep in mind some classes have several tricks they can use to make the game fun for the player, i.e. BM dice, hiding, sneak attack, etc. In my opinion, the barbarian is intended to dish out the most damage in melee, so when I did an analysis I was happy to see that, and I wasn't to worried about the design change I was reviewing. You may have a different goal with respect to damage output per class. At level 17 the damage output was crazy high for some class mixes, and I thought that was odd; however, at that level, I don't think the encounters can easily be solved with combat. If the encounter is combat heavy, then I expect the PCs in my game to win, depending on how many resources they used earlier in that game. I hope I answered your question. If not, please restate it. [/QUOTE]
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Level 11+: How do the Warriors compare?
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