Old Gumphrey said:And how is 3 attacks at +9 (2d8+20) somehow better than 3 attacks at +19/+14/+9 (2d8+15)?
More consistent and elegant, IMO.
Plus, full round actions will be rarer/harder to come by.
Old Gumphrey said:And how is 3 attacks at +9 (2d8+20) somehow better than 3 attacks at +19/+14/+9 (2d8+15)?
Baby Samurai said:More consistent and elegant, IMO.
Plus, full round actions will be rarer/harder to come by.
Old Gumphrey said:More...damage?
Power Attacking Barbarian20 with a +5 holy shock flaming greatsword of frost (and a reasonable 40 str during rage) is rolling out with around 7d6+60 and around or over +20 to hit against evil creatures.
Meteor Swarming wizard deals 24d6 to one target with a ref save for half.
7d6+60 averages to 84.5 damage.
24d6 averages to 84 damage.
Wizard's out a spell. Barb repeats next round. Caster power isn't in damage at high levels. This figure is not even considering non-core material such as Leap Attack and Frenzied Berserker PrC...I could EASILY push that damage to an average of over 200 on a charge. With Shock Trooper, his hit bonus isn't even going down. He's rolling out with over +40 to hit and dealing over 200 damage. That's enough to hit a fully buffed CR 20 dragon on a roll of 2 or higher and take out over 50% of its HP...
Flynn said:Baby,
Shouldn't Melee +1 balanced bastard sword +19 (2d8+11/19-20) translate to Melee +1 large balanced bastard sword +19 (2d8+16/19-20) for an 11th level character?
Baby Samurai said:No, because with the Saga system you add Str x 2 when wielding two-handed.
Str 24 = +14, half character level = +5, and +1 sword = +1.
So, 14+5+1 = +20.
Flynn said:One spell does not a point prove... For example, consider horrid wilting, a spell that inflicts a d6 per level to EVERYONE in an area so long as they are no more than 60 ft. apart. Same level means that we're looking at 20d6 per person, or an average of 70 points, Fort save for half. Last time I checked, that's at least 35 points against a number of targets, and three targets exceeds the damage given for the barbarian above (two on a bad day for someone not making the Fort save.) Do this to four people, and you've likely more than the Barbarian will do in two rounds. At that level, encounters are lucky to last more than two or three rounds, and the Wizard has other 8th level spell slots. Yeah, the Barbarian can swing all day, but if the enemy drops by round three, his combat abilities are only effective during those three rounds. The Wizard has enough firepower to stay in the fight and dish out massive damage for the duration of the encounter, and can handle multiple encounters before being spent (at which point the group is going to rest up anyway), so I'd definitely say Wizards are more damaging against enemies than warrior-types at high levels.
But that's not what this thread addresses. It simply seeks to find a way to provide similar power for the same character with iterative attacks and without iterative attacks, so that the character doesn't lose anything (or at least lose much) in the translation to a faster, smoother combat system.
Baby Samurai said:Init +13; Senses darkvision 60 ft.; Perception +13
Average Damage per Round*
Level / ST V1 V2 V3 My
1 8.52 [B]8.52[/B] 9.17 9.17 [B]8.52[/B]
6 29.5 23.63 22.75 23.63 [B]26.25[/B]
11 48.99 36.45 33.49 40.39 [B]45.31[/B]
16 99.98 56.94 51.47 71.18 [B]101.84[/B]
20 143.45 64.61 63.51 83.22 [B]124.83
[/B]For fighter wielding greatsword; see assumptions in spreadsheet. ST is standard/core, V1 multiplies base weapon damage, V2 adds BAB to damage, V2 adds BAB with iterative to damage, My multiplies damage by 1.5, 2, or 3 (at levels 6,11,16).