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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7022983" data-attributes="member: 6787650"><p>But you can never acquire those 24 skeletons/46 skeletons in the first place. It's a steady state that you can never reach. The most you can ever actually acquire is to use all but one of your spell slots to maintain existing skeletons, and one more slot to generate new skeletons. Thus, 22 and 44 skeletons. </p><p></p><p></p><p></p><p>Yes, of course.</p><p></p><p></p><p></p><p>Eh. Pixies are clearly not actually CR 1/4 in my opinion. They're CR 1, same as Dryads. I consider the "eight Pixies" trick an exploit which wouldn't even happen in practice, not something I need to account for in my game design.</p><p></p><p>Besides, a 100-point advantage in DPR <em>at range no less</em> makes up for an awful lot of wolf HP, as would having AC 18 chain mail-armored 31 HP zombies Dodging in the front line (which reduces DPR of course). In practice the advantage will be far less because neither minionmancer will actually be maxing out their skeleton (or zombie) total on anything like a regular basis.</p><p></p><p>BTW, I don't think crits would favor the wolves at all. Wolves knock prone, which gives advantage to other wolves (who already have advantage) and melee zombies/skeletons, and imposes disadvantage on skeleton archers. Skeletons on the other hand throw nets, which gives advantage to everybody including other skeletons. If I crudely assume that six skeletons get detailed to throw nets, and that therefore everybody including wolves attacks with advantage (i.e. assuming that the wolves don't knock prone the targets that you want to shoot at), then accounting for advantage and crits turns the DPR totals against AC 15 into 315.92 for 38 skeletons at d8+6, or 166.92 for 16 skeletons and 8 wolves.</p><p></p><p></p><p></p><p>De gustibus. If you wanted to play the Necro/Druid at my table because you like the idea of tossing around huge swarms of wolves all the time, I'd let you. I wouldn't think you're stronger than a pure Necro, but if you do, and that makes it more fun for you to think you're more powerful, then more power to you. (I think you'd get bored over time, because that's what happens to Necromancers too. The PCs get retired and the player moves on.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7022983, member: 6787650"] But you can never acquire those 24 skeletons/46 skeletons in the first place. It's a steady state that you can never reach. The most you can ever actually acquire is to use all but one of your spell slots to maintain existing skeletons, and one more slot to generate new skeletons. Thus, 22 and 44 skeletons. Yes, of course. Eh. Pixies are clearly not actually CR 1/4 in my opinion. They're CR 1, same as Dryads. I consider the "eight Pixies" trick an exploit which wouldn't even happen in practice, not something I need to account for in my game design. Besides, a 100-point advantage in DPR [I]at range no less[/I] makes up for an awful lot of wolf HP, as would having AC 18 chain mail-armored 31 HP zombies Dodging in the front line (which reduces DPR of course). In practice the advantage will be far less because neither minionmancer will actually be maxing out their skeleton (or zombie) total on anything like a regular basis. BTW, I don't think crits would favor the wolves at all. Wolves knock prone, which gives advantage to other wolves (who already have advantage) and melee zombies/skeletons, and imposes disadvantage on skeleton archers. Skeletons on the other hand throw nets, which gives advantage to everybody including other skeletons. If I crudely assume that six skeletons get detailed to throw nets, and that therefore everybody including wolves attacks with advantage (i.e. assuming that the wolves don't knock prone the targets that you want to shoot at), then accounting for advantage and crits turns the DPR totals against AC 15 into 315.92 for 38 skeletons at d8+6, or 166.92 for 16 skeletons and 8 wolves. De gustibus. If you wanted to play the Necro/Druid at my table because you like the idea of tossing around huge swarms of wolves all the time, I'd let you. I wouldn't think you're stronger than a pure Necro, but if you do, and that makes it more fun for you to think you're more powerful, then more power to you. (I think you'd get bored over time, because that's what happens to Necromancers too. The PCs get retired and the player moves on.) [/QUOTE]
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Proposal: Fighter/mage/thief: quick and dirty concurrent multiclassing/gestalt rules
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