DemonSlayer
Explorer
I think the druid is very strong to start with, and then needs some help at later levels. The warlock seems like it could use some love - at least some variation from EB.
That I completely agree with.
Anytime there has been a thread about what the Ranger "is," you get answers that are all over the place. It's a class that many people feel very strongly about ...
...it's just that they have divergent views on those strongly held opinions!![]()
The worse part is the barbarian falls off both as the one who can take the most damage and the one who deals alot of damage.
even in the best-case scenario where the Barbarian has enough rage for every round and every encounter all day long and never fails a ST to knock them out of it, a champion fighter still beats them in both categories.
Level 5 Half Orc Barbarian with 18 str 16 con and 14 dex
=15+7*4+3*4 =
55 hp
17 ac
3x rages per day
Assuming an enemy has +6 attack then the barbarians effective hp =
=55*2*2 = 220 Effective hp
= 4x healing effectiveness
Potential 5d12+15 hit dice of self healing in short rests
= 47.5 healing * healing effectiveness = +190 hp per day
= 410 effective hp per day.
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A level 5 fighter same stats using sword, shield and dueling style
=13+6*4+3*4 = 49 hp
20 AC
2nd wind 3x per day = 31.5 healing per day
140 Effective hp + 90 self healing = 230 effective hp
= 2.857 Healing effectiveness
Potential 5d10+15 hit dice of self healing in short rests
= 42.5 healing * healing effectiveness = +120 hp per day
= 350 effective hp per day.
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Analysis,
Against weapon attacks the fighter can be competitive. However, the tank barbarian is strong against non-attack damage. That fighters are weak to that damage while barbarians typically aren't is a huge factor in making barbarians be overall better tanks than fighters.
I'm not sure how you are getting that fighters make better tanks...
Higher AC less damage taken.
That's the problem with viewing average damage as a basis of comparison for defense. Combat in DND isn't linear so in order to see it in action you actually have to run blow by blow (a lot of them if you want a overall picture).Level 5 Half Orc Barbarian with 18 str 16 con and 14 dex
=15+7*4+3*4 =
55 hp
17 ac
3x rages per day
Assuming an enemy has +6 attack then the barbarians effective hp =
=55*2*2 = 220 Effective hp
= 4x healing effectiveness
Potential 5d12+15 hit dice of self healing in short rests
= 47.5 healing * healing effectiveness = +190 hp per day
= 410 effective hp per day.
------------------------------------------------------------------------------------------------
A level 5 fighter same stats using sword, shield and dueling style
=13+6*4+3*4 = 49 hp
20 AC
2nd wind 3x per day = 31.5 healing per day
140 Effective hp + 90 self healing = 230 effective hp
= 2.857 Healing effectiveness
Potential 5d10+15 hit dice of self healing in short rests
= 42.5 healing * healing effectiveness = +120 hp per day
= 350 effective hp per day.
--------------------------------------------------------------------------------------------------
Analysis,
Against weapon attacks the fighter can be competitive. However, the tank barbarian is strong against non-attack damage. That fighters are weak to that damage while barbarians typically aren't is a huge factor in making barbarians be overall better tanks than fighters.
I'm not sure how you are getting that fighters make better tanks...
That's the problem with viewing average damage as a basis of comparison for defense. Combat in DND isn't linear so in order to see it in action you actually have to run blow by blow (a lot of them if you want a overall picture).
one flaw in your comparison is you didn't factor in reckless attack. doesn't seem like much but with that +6 you are using that EHP gets cut in 1/3.
next problem is looking at the total EHP the classes have in a day. its nice to know but doesn't help in terms of actual ability to survive an individual encounter.
so a better question is: how many rounds can each class endure and overcome X? we can use your example PCs from above and attack them with 6 bandits. if each player did nothing the barbarian would last about 7.3 rounds and the fighter would last about 8 assuming the barb is raging and the fighter doesn't use second wind
now lets fight back the fighter can make 2 attacks dealing enough damage each hit to reduce them to dead or near dead with a %80 chance to hit each one. reducing incoming damage enough each turn to end the encounter in 3 rounds taking 14 damage second wind and that's down to 4. the barb has the same chance to hit and damage done unless they RA which would end the encounter sooner but would increase damage taken. the best move would be to attack normally until 2 targets left to hit. the barb could end the fight, on average, in 4 rounds taken 12 damage.
you can repeat this using different NPCs. sometimes the barbarian comes out ahead usually due to the NPCs having higher than normal attack modifiers
but i also compared the bear totem barb vs the champion. factor in battle master or EK and its really bad. also barb just scale badly. do the same test at lv 10 + and its depressing.
I like these polls because they also reveal the rate of miss-click or severe brain farts. I'm not saying that the people who voted paladin or bard are wrong, but.....