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Rule of Three: 7 Feb. 2014
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<blockquote data-quote="Lokiare" data-source="post: 6261492" data-attributes="member: 83996"><p>Assuming your numbers are correct multiple hits would work like this:</p><p><a href="http://anydice.com/program/2c8a" target="_blank">http://anydice.com/program/2c8a</a> click "at least" and look at 15, its an 87.75% chance.</p><p>Hit Chance of dying</p><p>1 12.25%</p><p>2 22.999375%</p><p>3 40.70903749609375%</p><p>4 64.84581765360383%</p><p>5 87.64183463556328%</p><p>6 98.47275748825237%</p><p></p><p>So it only adds a few more hits. Imagine if the DM was putting the Fighter against a couple Glabrezu (a level 13 creature from the bestiary). It gets 4 attacks or 2 attacks and a spell. So every round it has a relatively good chance of dropping a Fighter. You should note that even with the new math surviving 6 rounds is a 1.53% chance. So the other poster's Fighter was extremely lucky.</p><p></p><p></p><p></p><p>Sure, but its still a very large chunk of hit points for a single action and it doesn't require concentration or break concentration. So they can cast it along with Hold Person or another spell like Evard's Tentacles.</p><p></p><p></p><p></p><p>Unfortunately the Mage has spells that increase their effective hit points which they can spam at any point such as Stoneskin, Etherealness, False Life, Blink (which means the Fighter has to ready an action to even hit them, thus losing extra attacks). The Fighter has no such option. As I said the gap is much closer than 3.5E, but no where near 4E.</p><p></p><p></p><p></p><p>If you are going for single target damage the best spell at that level is Scorching Ray Memorized in a 7th level slot which means 8 rays at 2d6 per damage per ray for a total of 16d6 fire damage (average 56). Which is a good chunk of the maximum HP a Fighter can have at level 13. The HP total maximum is 13d10 + 65 or 195 average 136.5 assuming a 20 Con score. More likely the Con score is closer to 16 for 13d10 + 39 for a max of 169 and an average of 110.5. Its over half the HP of an average Fighter.</p><p></p><p></p><p></p><p>This assumes the Mage didn't neuter the Fighter with a spell like slow that drops their number of attacks to 1 and disallows a move on the same round. Its also assuming the Mage isn't a Dwarf with a heavy armor master feat which means AC 19. I'll grant that is a small subset, but even just Mage Armor would be AC 16 (13 + Dex mod). With a duration of 8 hours and being a level 1 spell slot its unlikely they wouldn't have that up at all times.</p><p></p><p></p><p></p><p>Well if the Mages DC is 17 as you used above then that means the Fighters chance of making a will save is 20%. So after 2 castings the Fighter is a squirrel. The chance of a Fighter making the Dex and Cha saves (assuming their mods are +0 to both) is 59.04% So much better than the other one, but if the Mage can grant disadvantage to cancel that out it jumps to a much lower 36%.</p><p></p><p>Overall, I think its still very unbalanced, especially seeing as even saving half of the lower level spell slots for utility, the 13th level Mage can cast 2-3 daily spells per combat.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6261492, member: 83996"] Assuming your numbers are correct multiple hits would work like this: [URL]http://anydice.com/program/2c8a[/URL] click "at least" and look at 15, its an 87.75% chance. Hit Chance of dying 1 12.25% 2 22.999375% 3 40.70903749609375% 4 64.84581765360383% 5 87.64183463556328% 6 98.47275748825237% So it only adds a few more hits. Imagine if the DM was putting the Fighter against a couple Glabrezu (a level 13 creature from the bestiary). It gets 4 attacks or 2 attacks and a spell. So every round it has a relatively good chance of dropping a Fighter. You should note that even with the new math surviving 6 rounds is a 1.53% chance. So the other poster's Fighter was extremely lucky. Sure, but its still a very large chunk of hit points for a single action and it doesn't require concentration or break concentration. So they can cast it along with Hold Person or another spell like Evard's Tentacles. Unfortunately the Mage has spells that increase their effective hit points which they can spam at any point such as Stoneskin, Etherealness, False Life, Blink (which means the Fighter has to ready an action to even hit them, thus losing extra attacks). The Fighter has no such option. As I said the gap is much closer than 3.5E, but no where near 4E. If you are going for single target damage the best spell at that level is Scorching Ray Memorized in a 7th level slot which means 8 rays at 2d6 per damage per ray for a total of 16d6 fire damage (average 56). Which is a good chunk of the maximum HP a Fighter can have at level 13. The HP total maximum is 13d10 + 65 or 195 average 136.5 assuming a 20 Con score. More likely the Con score is closer to 16 for 13d10 + 39 for a max of 169 and an average of 110.5. Its over half the HP of an average Fighter. This assumes the Mage didn't neuter the Fighter with a spell like slow that drops their number of attacks to 1 and disallows a move on the same round. Its also assuming the Mage isn't a Dwarf with a heavy armor master feat which means AC 19. I'll grant that is a small subset, but even just Mage Armor would be AC 16 (13 + Dex mod). With a duration of 8 hours and being a level 1 spell slot its unlikely they wouldn't have that up at all times. Well if the Mages DC is 17 as you used above then that means the Fighters chance of making a will save is 20%. So after 2 castings the Fighter is a squirrel. The chance of a Fighter making the Dex and Cha saves (assuming their mods are +0 to both) is 59.04% So much better than the other one, but if the Mage can grant disadvantage to cancel that out it jumps to a much lower 36%. Overall, I think its still very unbalanced, especially seeing as even saving half of the lower level spell slots for utility, the 13th level Mage can cast 2-3 daily spells per combat. [/QUOTE]
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