dm4hire
Explorer
Reminder: We haven't seen everything yet. Also my examples will be working only with the example previously mentioned.
Leader classes (I believe) have been mentioned as having abilities which will enhance attacks. It is possible these enhancements might increase damage as well, especially at high levels. Given the angle the game is taking toward mimicking online games, where classes played have similar abilities, it is highly likely enhancements will modify damage somehow. I wouldn't be surprised if an enhancement increases damage by either extra dice, by straight multiplier, or increase the base die of the weapons one category.
Using the mentioned example of (2d6+3 for short sword, +5 for dex, +5d6 sneak attack=15 to 50) as a base let's take a look with these possibilities in play.
Extra dice option (I'll use a bonus of +2d8 in this example to distinguish the bonus):
2d6+3 for short sword, +5 for dex, +5d6 sneak attack +2d8 enhancement from leadership ability=7d6+8+2d8=17 to 66
Straight Multiplier option assuming it works only on the weapon damage:
4d6+6 (x2 Leadership ability (2d6+3 for short sword)), +5 for dex, +5d6 sneak attack=9d6+11=20 to 65
Increase of base die option:
2d6+3 for short sword, +5 for dex, +5d6 sneak attack before modifier
2d8+3 for short sword, +5 for dex, +5d6 sneak attack after modifier =2d8+8+5d6=15 to 54
As you can see those changes add 4 to 16 point increase on max damage without a critical being added in. Doesn't seem like much but when that bonus is then added across the party you would probably be looking at a potential gain that will be quite significant for the group, especially when placed on fighters and higher damage dealers. This hinges that the abilities mentioned work as stated.
If the modifier effects all damage using just the last two modifications then damage has the potential to go through the roof.
Straight Multiplier option:
x2 Leadership ability (2d6+3 for short sword, +5 for dex, +5d6 sneak attack)=14d6+16=30 to 100
This seems way over powering but for a 30th lvl character it would be realistic however it would mean the pit fiend wouldn't last more than three rounds, if not one round. Remember these modifications would be applying to all PCs so I doubt it would work this way.
Increase of base die option now applied to all base dice in the attack:
2d6+3 for short sword, +5 for dex, +5d6 sneak attack before modifier
2d8+3 for short sword, +5 for dex, +5d8 sneak attack after modifier =7d8+8=15 to 64
This last one is very feasible and doesn't change the minimum damage dealt, increasing the maximum damage a reasonable amount. This is a possible option which would fit with the first three I listed.
If the boost abilities work as I described or some variation then combat falls back into a more manageable range of rounds. It also places importance of having at least one leader in the party. Going against the Pit Fiend suddenly isn't quite as bad and combat doesn't take as long once the whole party gets in on the action, assuming everyone succeeds in their attacks.
Leader classes (I believe) have been mentioned as having abilities which will enhance attacks. It is possible these enhancements might increase damage as well, especially at high levels. Given the angle the game is taking toward mimicking online games, where classes played have similar abilities, it is highly likely enhancements will modify damage somehow. I wouldn't be surprised if an enhancement increases damage by either extra dice, by straight multiplier, or increase the base die of the weapons one category.
Using the mentioned example of (2d6+3 for short sword, +5 for dex, +5d6 sneak attack=15 to 50) as a base let's take a look with these possibilities in play.
Extra dice option (I'll use a bonus of +2d8 in this example to distinguish the bonus):
2d6+3 for short sword, +5 for dex, +5d6 sneak attack +2d8 enhancement from leadership ability=7d6+8+2d8=17 to 66
Straight Multiplier option assuming it works only on the weapon damage:
4d6+6 (x2 Leadership ability (2d6+3 for short sword)), +5 for dex, +5d6 sneak attack=9d6+11=20 to 65
Increase of base die option:
2d6+3 for short sword, +5 for dex, +5d6 sneak attack before modifier
2d8+3 for short sword, +5 for dex, +5d6 sneak attack after modifier =2d8+8+5d6=15 to 54
As you can see those changes add 4 to 16 point increase on max damage without a critical being added in. Doesn't seem like much but when that bonus is then added across the party you would probably be looking at a potential gain that will be quite significant for the group, especially when placed on fighters and higher damage dealers. This hinges that the abilities mentioned work as stated.
If the modifier effects all damage using just the last two modifications then damage has the potential to go through the roof.
Straight Multiplier option:
x2 Leadership ability (2d6+3 for short sword, +5 for dex, +5d6 sneak attack)=14d6+16=30 to 100
This seems way over powering but for a 30th lvl character it would be realistic however it would mean the pit fiend wouldn't last more than three rounds, if not one round. Remember these modifications would be applying to all PCs so I doubt it would work this way.
Increase of base die option now applied to all base dice in the attack:
2d6+3 for short sword, +5 for dex, +5d6 sneak attack before modifier
2d8+3 for short sword, +5 for dex, +5d8 sneak attack after modifier =7d8+8=15 to 64
This last one is very feasible and doesn't change the minimum damage dealt, increasing the maximum damage a reasonable amount. This is a possible option which would fit with the first three I listed.
If the boost abilities work as I described or some variation then combat falls back into a more manageable range of rounds. It also places importance of having at least one leader in the party. Going against the Pit Fiend suddenly isn't quite as bad and combat doesn't take as long once the whole party gets in on the action, assuming everyone succeeds in their attacks.
