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<blockquote data-quote="NotAYakk" data-source="post: 7868898" data-attributes="member: 72555"><p>So your offensive output per round in 5e isn't supposed to be "feature A times feature B", it is supposed to be "feature A + feature B" for the most part.</p><p></p><p>There are some exceptions; for example, +2 damage from dueling style multiplies by the number of attacks you get. And +stat similarly, and +damage on a weapon.</p><p></p><p>So a feature that says "you get an extra attack" is a unit of power (damage per round); so is "you can trigger reactions more often" (instead of expected 0.1 per round, you are at 0.5 per round say; so "worth" 0.4 units of attack per round in power). If "you get an extra attack" also grants more reactions, then the two can <strong>multiply</strong> with each other. Which means if you don't want things to go gonzo, they each need to be utterly crappy when <strong>not</strong> multiplied together.</p><p></p><p>I'd rather have the power mostly delivered <strong>before multiplication</strong>. Which means, if you care about balance, that you actively avoid multiplication effects.</p><p></p><p>So if I want the reaction damage to scale faster for balance reasons, instead of saying "you get a full attack routine" or whatever I'd make it deal more damage at higher levels.</p><p></p><p></p><p>The feats are out there and widely played. Fixing things so we don't multiply together just requires replacing "opportunity attack" with "as a reaction make a melee weapon attack".</p><p></p><p>A very low cost for a good balance payoff.</p><p></p><p>L 1 Fighter/L5 Paladin/L2 Ranger has 3 combat styles. A triple-classed spellcaster doesn't have 3 concentration slots. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I mean, "every turn you can spend a reaction to get an attack" is already a ridiculously strong combat style compared to the existing ones. At level 20, 5 attacks * 2 damage per attack is 10 potential damage; meanwhile, a single attack can deal 15-25 damage. And at low levels, we are talking 2 potential damage vs 7-10 damage.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7868898, member: 72555"] So your offensive output per round in 5e isn't supposed to be "feature A times feature B", it is supposed to be "feature A + feature B" for the most part. There are some exceptions; for example, +2 damage from dueling style multiplies by the number of attacks you get. And +stat similarly, and +damage on a weapon. So a feature that says "you get an extra attack" is a unit of power (damage per round); so is "you can trigger reactions more often" (instead of expected 0.1 per round, you are at 0.5 per round say; so "worth" 0.4 units of attack per round in power). If "you get an extra attack" also grants more reactions, then the two can [b]multiply[/b] with each other. Which means if you don't want things to go gonzo, they each need to be utterly crappy when [b]not[/b] multiplied together. I'd rather have the power mostly delivered [b]before multiplication[/b]. Which means, if you care about balance, that you actively avoid multiplication effects. So if I want the reaction damage to scale faster for balance reasons, instead of saying "you get a full attack routine" or whatever I'd make it deal more damage at higher levels. The feats are out there and widely played. Fixing things so we don't multiply together just requires replacing "opportunity attack" with "as a reaction make a melee weapon attack". A very low cost for a good balance payoff. L 1 Fighter/L5 Paladin/L2 Ranger has 3 combat styles. A triple-classed spellcaster doesn't have 3 concentration slots. :) I mean, "every turn you can spend a reaction to get an attack" is already a ridiculously strong combat style compared to the existing ones. At level 20, 5 attacks * 2 damage per attack is 10 potential damage; meanwhile, a single attack can deal 15-25 damage. And at low levels, we are talking 2 potential damage vs 7-10 damage. [/QUOTE]
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