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General Tabletop Discussion
*Dungeons & Dragons
Reducing incoming damage: +1 =/= +5%
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<blockquote data-quote="clearstream" data-source="post: 8475269" data-attributes="member: 71699"><p>That's not really true though. Bearbarian has so much EHP and at the same time deals such ferocious single-target damage that they are hard to ignore. PAM paladin can establish a wide front line - more than sufficient on dungeon maps provided in official adventures - and again due to smite is hard to ignore. Tripping battle master deals less damage, but can take half of movement away from a foe. Armored life cleric has such efficiency that unless foes are focusing the cleric, spreading damage across the party has low impact. And that cleric might still turn on spirit guardians.</p><p></p><p>We've had all of these cases in play at our table (well, VTT mostly, these days!) None of them are a joy for foes to deal with. An unfortunate thing is it does narrow player choice because not very many strategies are well supported. I do see buffs and debuffs profoundly under-utilised.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8475269, member: 71699"] That's not really true though. Bearbarian has so much EHP and at the same time deals such ferocious single-target damage that they are hard to ignore. PAM paladin can establish a wide front line - more than sufficient on dungeon maps provided in official adventures - and again due to smite is hard to ignore. Tripping battle master deals less damage, but can take half of movement away from a foe. Armored life cleric has such efficiency that unless foes are focusing the cleric, spreading damage across the party has low impact. And that cleric might still turn on spirit guardians. We've had all of these cases in play at our table (well, VTT mostly, these days!) None of them are a joy for foes to deal with. An unfortunate thing is it does narrow player choice because not very many strategies are well supported. I do see buffs and debuffs profoundly under-utilised. [/QUOTE]
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Community
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Reducing incoming damage: +1 =/= +5%
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