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General Tabletop Discussion
*Dungeons & Dragons
Silvery Barbs - How has it looked in play?
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<blockquote data-quote="Giant Octopodes" data-source="post: 8746128" data-attributes="member: 7037488"><p>Reducing the chance of a negative outcome from 20% to 4% may only be a "16% chance it actually made a difference", but it's also an 80% reduction in the rate of undesirable outcomes, and of the total 84% of situations in which it "didn't make a difference", you were not using it, and expended no resources, in 80% of those.</p><p></p><p>So if your party forces 5 saves on enemies over the course of a battle, and each of those have an 80% chance the enemy fails, 32% of the time, they fail all of them. Great! You won! The other 68% of the time, one or more of those saves are succeeded, and you're in a situation where Silvery Barbs can come into play, and in the situations where it comes into play, 80% of the time it results in the save being failed instead. Thus, the chance it makes a difference in the outcome = 54%, for a cost of 1 spell slot. The potential impact may be higher, some of those situations involve multiple successful saves and you <em>could</em> potentially use it on more than one instance if spread across multiple turns, but if we cap the expenditure at 1 we can keep 'the math' simpler. Far more importantly, the pool of 'negative outcomes' shrunk from 68% of situations to 14% of situations.</p><p></p><p>Your 'math' seems to focus primarily on how unlikely it is to come up in isolated incidents. In a party of 6, for a given single target attack, one could say that Shield only 'makes any difference to the outcome' if they are targeted, hit, and hit by an amount where +5 AC would change the result. So you could 'calculate' the potential impact as 4%. But such 'calculations' would ignore how impactful it is in the situations where it Does come up, and I feel strongly that you're making the same mistake here.</p></blockquote><p></p>
[QUOTE="Giant Octopodes, post: 8746128, member: 7037488"] Reducing the chance of a negative outcome from 20% to 4% may only be a "16% chance it actually made a difference", but it's also an 80% reduction in the rate of undesirable outcomes, and of the total 84% of situations in which it "didn't make a difference", you were not using it, and expended no resources, in 80% of those. So if your party forces 5 saves on enemies over the course of a battle, and each of those have an 80% chance the enemy fails, 32% of the time, they fail all of them. Great! You won! The other 68% of the time, one or more of those saves are succeeded, and you're in a situation where Silvery Barbs can come into play, and in the situations where it comes into play, 80% of the time it results in the save being failed instead. Thus, the chance it makes a difference in the outcome = 54%, for a cost of 1 spell slot. The potential impact may be higher, some of those situations involve multiple successful saves and you [I]could[/I] potentially use it on more than one instance if spread across multiple turns, but if we cap the expenditure at 1 we can keep 'the math' simpler. Far more importantly, the pool of 'negative outcomes' shrunk from 68% of situations to 14% of situations. Your 'math' seems to focus primarily on how unlikely it is to come up in isolated incidents. In a party of 6, for a given single target attack, one could say that Shield only 'makes any difference to the outcome' if they are targeted, hit, and hit by an amount where +5 AC would change the result. So you could 'calculate' the potential impact as 4%. But such 'calculations' would ignore how impactful it is in the situations where it Does come up, and I feel strongly that you're making the same mistake here. [/QUOTE]
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