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General Tabletop Discussion
*Pathfinder & Starfinder
Low Damage, High HP ... How is this "Faster"?
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<blockquote data-quote="hong" data-source="post: 4068347" data-attributes="member: 537"><p>However, there is a good point re damage/assassinations/whatnot. People sometimes talk about DPS as the factor in winning battles. However, in reality you can distinguish between at least two types of DPS: pressure and spike.</p><p></p><p>In terms of resources (other than raw hit points), pressure DPS is about overwhelming the other guy's healing. If you can run him out of Cure Light Wounds, second winds, rejuvenating shouts or whatnot, you win. Spike DPS is about running him out of time (or in D&D's case, actions). In the extreme case, this would mean killing someone in 1 round, before they have a chance to receive any healing. A less extreme case might be taking someone from just above 1/2 hp to zero, thus not allowing a second wind to kick in.</p><p></p><p>This is important because some character archetypes, namely assassin and sniper (basically a ranged assassin), are all about the spike. You go in, take your shot, and get out. Getting into an extended combat/shootout is not what being an assassin/sniper is about. 4E's combat model appears to have the pressure side handled, but I wouldn't want the spike side to be neglected.</p></blockquote><p></p>
[QUOTE="hong, post: 4068347, member: 537"] However, there is a good point re damage/assassinations/whatnot. People sometimes talk about DPS as the factor in winning battles. However, in reality you can distinguish between at least two types of DPS: pressure and spike. In terms of resources (other than raw hit points), pressure DPS is about overwhelming the other guy's healing. If you can run him out of Cure Light Wounds, second winds, rejuvenating shouts or whatnot, you win. Spike DPS is about running him out of time (or in D&D's case, actions). In the extreme case, this would mean killing someone in 1 round, before they have a chance to receive any healing. A less extreme case might be taking someone from just above 1/2 hp to zero, thus not allowing a second wind to kick in. This is important because some character archetypes, namely assassin and sniper (basically a ranged assassin), are all about the spike. You go in, take your shot, and get out. Getting into an extended combat/shootout is not what being an assassin/sniper is about. 4E's combat model appears to have the pressure side handled, but I wouldn't want the spike side to be neglected. [/QUOTE]
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Low Damage, High HP ... How is this "Faster"?
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