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Path of Feats: a Superior Design than Subclasses
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<blockquote data-quote="Maxperson" data-source="post: 9890254" data-attributes="member: 23751"><p>Sure. </p><p>My claim: Adding a variable money to the base of 0 increases the amount of money received.</p><p>You: That claim is just vibes.</p><p></p><p>No. It's not vibes. It's fact. Combat spells do in fact increase combat ability. It's variable depending on which spell(s) are used and what the combat circumstances are, but it's an increase none the less. Not vibes. </p><p></p><p>Just because you can't stick a specific number to it, doesn't make it vibes.</p><p></p><p>You are wrong. It's entirely slots, not specific spells. If the bard has 4 1st level slots, some of those will be used for combat and increase effectiveness. We just don't know if it will be 1, 2, 3 or 4 slots, so we can't say exactly how much it will increase effectiveness. Even if we new the number of slots to be used and the spell in question, we still couldn't properly estimate it, since we don't know which monsters will be fought, and what their resistances and special abilities are.</p><p></p><p>You want these things to neatly pack into math, but that's simply not the case with D&D. You don't get neatness out of classes and combat. </p><p></p><p>The math you are showing is white room math that gets to be neat, because it ignores all the variables that real game play has.</p><p></p><p>Not necessarily. The fighter/bard has two subclasses and all the base abilities of both.</p><p></p><p>There are simply too many variables. What the monster is. What resistances, weaknesses, and special abilities are in play. How the battlefield is set up, because that can make the bard more or less effective, depending on positioning and what is present. How many monsters there are. And more.</p><p></p><p>Combat in D&D isn't neat, so attempts to pin it down to DPR are simplistic and white room.</p><p></p><p>What? I didn't say that, either. I'm just saying that it's not as easy as your simple declaration that X is better because of Y.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9890254, member: 23751"] Sure. My claim: Adding a variable money to the base of 0 increases the amount of money received. You: That claim is just vibes. No. It's not vibes. It's fact. Combat spells do in fact increase combat ability. It's variable depending on which spell(s) are used and what the combat circumstances are, but it's an increase none the less. Not vibes. Just because you can't stick a specific number to it, doesn't make it vibes. You are wrong. It's entirely slots, not specific spells. If the bard has 4 1st level slots, some of those will be used for combat and increase effectiveness. We just don't know if it will be 1, 2, 3 or 4 slots, so we can't say exactly how much it will increase effectiveness. Even if we new the number of slots to be used and the spell in question, we still couldn't properly estimate it, since we don't know which monsters will be fought, and what their resistances and special abilities are. You want these things to neatly pack into math, but that's simply not the case with D&D. You don't get neatness out of classes and combat. The math you are showing is white room math that gets to be neat, because it ignores all the variables that real game play has. Not necessarily. The fighter/bard has two subclasses and all the base abilities of both. There are simply too many variables. What the monster is. What resistances, weaknesses, and special abilities are in play. How the battlefield is set up, because that can make the bard more or less effective, depending on positioning and what is present. How many monsters there are. And more. Combat in D&D isn't neat, so attempts to pin it down to DPR are simplistic and white room. What? I didn't say that, either. I'm just saying that it's not as easy as your simple declaration that X is better because of Y. [/QUOTE]
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Path of Feats: a Superior Design than Subclasses
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