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Stupid math stuff that vaguely pertains to 5e.
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<blockquote data-quote="Sunseeker" data-source="post: 5835628"><p>Before feats that improve hitting are taken, this is my opinion:</p><p>Fighter: 75%</p><p>Hitting is what the fighter DOES. If the fighter isn't hitting, then they are doing nothing, they have little else they can do, so they need to be able to do their main thing very, very reliably.</p><p>Paladin: 65%</p><p>Hitting is what a paladin is good at, but they're capable of doing other things when they can't hit. A paladin who can't hit can give buffs and sometimes heals to their allies.</p><p>Rogue: 60%</p><p>Like Paladin's, rogues have a lot of things they can do in a fight besides hitting, traps, devices, they've got that laundry-list of skills for a reason.</p><p>Cleric: 50%(variable), given there are so many ways to build a cleric, I think 50% is the only real way to represent them. Melee-hit shouldn't be their primary feature unless they're a specific build focusing on it.</p><p>Sorcerer: 40% Like most casters, sorcerers don't hit things, but given that their training is in the School of Hard Knocks as opposed to The Arcane University, they should be hitting more than your average Wizard. Spell "hit" depends really on the reflex saves of their opponents.</p><p>Wizard: 30%, Wizards pretty much don't hit, they can, but even if they do they're not really going to accomplish much. Like Sorcerers and other casters, spells are defended against, not attacked with.</p><p></p><p>The chart is basically reversed when looking at reflex saves. Wizards at the top, Paladin's at the bottom.</p><p></p><p>And that's how I break down the base classes, beyond that, specific builds will go a long way to improve the actual hit, feats and so on.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5835628"] Before feats that improve hitting are taken, this is my opinion: Fighter: 75% Hitting is what the fighter DOES. If the fighter isn't hitting, then they are doing nothing, they have little else they can do, so they need to be able to do their main thing very, very reliably. Paladin: 65% Hitting is what a paladin is good at, but they're capable of doing other things when they can't hit. A paladin who can't hit can give buffs and sometimes heals to their allies. Rogue: 60% Like Paladin's, rogues have a lot of things they can do in a fight besides hitting, traps, devices, they've got that laundry-list of skills for a reason. Cleric: 50%(variable), given there are so many ways to build a cleric, I think 50% is the only real way to represent them. Melee-hit shouldn't be their primary feature unless they're a specific build focusing on it. Sorcerer: 40% Like most casters, sorcerers don't hit things, but given that their training is in the School of Hard Knocks as opposed to The Arcane University, they should be hitting more than your average Wizard. Spell "hit" depends really on the reflex saves of their opponents. Wizard: 30%, Wizards pretty much don't hit, they can, but even if they do they're not really going to accomplish much. Like Sorcerers and other casters, spells are defended against, not attacked with. The chart is basically reversed when looking at reflex saves. Wizards at the top, Paladin's at the bottom. And that's how I break down the base classes, beyond that, specific builds will go a long way to improve the actual hit, feats and so on. [/QUOTE]
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