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General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="ECMO3" data-source="post: 8309701" data-attributes="member: 7030563"><p>The saving throws also increase.</p><p></p><p>Moreover because the dice get bigger the manuevers scale better than the low-level wizard spells which must be upcast for more damage. Finally the conditions being set by the maneuver is where most of the maneuvers power is, not in the damage.</p><p></p><p>For example:</p><p>Using maneuvering attack to let a 20th-level wizard disengage from a pit fiend is every bit as big a deal as letting a 3rd level wizard disengage from a wight.</p><p></p><p>Using menacing attack to frighten a 20-th level pit fiend is as big a deal at 20th level as using it to frighten a wight at 3rd level</p><p></p><p>If you have a Rogue in the party, distracting strike is as powerful against a pit fiend at 20th level as it is against a wight at 3rd and if you have a monk in the party it is more powerful.</p><p></p><p>Moreover in addition to causing these conditions you are also doing substantial damage with your attacks (not counting the superiority dice) and at 20th level you are getting 4 of them. So these things, which all do scale, are a smaller part of your turn than at 3rd level. Using the two examples above - a 3rd level fighter with a longsword will do 12 damage from his weapon plus the maneuver affect. So it sets the condition and takes out slightly less than a 25% of the wights hps. At 20th level his attacks, if he spends a dice on each will do 64, over 20% of the pit fiends hit points and set 4 of the conditions for the maneuvers. That is a pretty basic build, adding feats and combining with a fighting style or bonus action attacks will make for more damage and more attacks.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8309701, member: 7030563"] The saving throws also increase. Moreover because the dice get bigger the manuevers scale better than the low-level wizard spells which must be upcast for more damage. Finally the conditions being set by the maneuver is where most of the maneuvers power is, not in the damage. For example: Using maneuvering attack to let a 20th-level wizard disengage from a pit fiend is every bit as big a deal as letting a 3rd level wizard disengage from a wight. Using menacing attack to frighten a 20-th level pit fiend is as big a deal at 20th level as using it to frighten a wight at 3rd level If you have a Rogue in the party, distracting strike is as powerful against a pit fiend at 20th level as it is against a wight at 3rd and if you have a monk in the party it is more powerful. Moreover in addition to causing these conditions you are also doing substantial damage with your attacks (not counting the superiority dice) and at 20th level you are getting 4 of them. So these things, which all do scale, are a smaller part of your turn than at 3rd level. Using the two examples above - a 3rd level fighter with a longsword will do 12 damage from his weapon plus the maneuver affect. So it sets the condition and takes out slightly less than a 25% of the wights hps. At 20th level his attacks, if he spends a dice on each will do 64, over 20% of the pit fiends hit points and set 4 of the conditions for the maneuvers. That is a pretty basic build, adding feats and combining with a fighting style or bonus action attacks will make for more damage and more attacks. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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