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Swordsage: The Complex Fighter
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<blockquote data-quote="Ashkelon" data-source="post: 6366192" data-attributes="member: 6774887"><p>Let us look at the shove action for example. Given the typical monsters ACs, having advantage will give you +25% damage on melee attacks. So, as a level 11 fighter, is it worth shoving an enemy with one of your attacks if there is another level 11 fighter in your party?</p><p></p><p>You are giving up 1 attack, to make 5 other attacks at advantage. That seems like a good trade off, but your shove won't always work. Typically it will be resisted about 50% of the time. So you now trade one attack to make 5 attacks with a 50% chance of 25% additional damage.</p><p></p><p>Expected results 5.63 attacks worth of damage vs 6.00 attacks worth of damage by simply attacking. You can do this for many different examples of various abilities to find out when things are worthwhile. I have done this already in my analysis and it shows that the majority of the time, attacking is the best course of action.</p><p></p><p> The 9 times in 10 is a made up number, but it is fairly close to the reality of the matter here. Give me 10 examples of improvised actions being goo, and I will prove to you with math how they are worse than simply attacking.</p><p></p><p> We are talking about improvised actions here. Why do you keep bringing up feats? Besides, while HAM is great at low levels, it is quite weak at higher levels.</p><p></p><p>Additionally, the fighter's HP is not the only consideration in party endurance. It doesn't matter if the fighter has 100 HP left if the rogue, cleric, and wizard all have 10 and are out of spells. Being resistant to damage only encourages monsters to attack the squishier targets shortening your adventuring day overall (especilly because the 5e fighter cannot protect his party at all). On top of that, HAM only reduces the damage you receive by about 5 to 10% at high levels. On the other hand, +2 Strength can lead to abut a 15% to 20% increase in DPR. Killing monsters faster means you will take less damage overall. Boom! Mathed!</p><p></p><p></p><p></p><p>There are thousands of combinations, but most of them favor simply attacking. This is why every example of "out of the box thinking" has been proven inferior through math.</p><p></p><p>Besides, you never addressed any of my points of my actual argument. I'll lay them out again for you.</p><p></p><p>1. Some players want special abilities that are more reliable in application and not subject to DM whimsy.</p><p>2. Some players want special abilities that cannot be replicated through improvisation.</p><p>3. Just because you have a few limited use codified abilities, there is nothing preventing you from improvising. In fact, you can combine improvisation with your codified abilities.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6366192, member: 6774887"] Let us look at the shove action for example. Given the typical monsters ACs, having advantage will give you +25% damage on melee attacks. So, as a level 11 fighter, is it worth shoving an enemy with one of your attacks if there is another level 11 fighter in your party? You are giving up 1 attack, to make 5 other attacks at advantage. That seems like a good trade off, but your shove won't always work. Typically it will be resisted about 50% of the time. So you now trade one attack to make 5 attacks with a 50% chance of 25% additional damage. Expected results 5.63 attacks worth of damage vs 6.00 attacks worth of damage by simply attacking. You can do this for many different examples of various abilities to find out when things are worthwhile. I have done this already in my analysis and it shows that the majority of the time, attacking is the best course of action. The 9 times in 10 is a made up number, but it is fairly close to the reality of the matter here. Give me 10 examples of improvised actions being goo, and I will prove to you with math how they are worse than simply attacking. We are talking about improvised actions here. Why do you keep bringing up feats? Besides, while HAM is great at low levels, it is quite weak at higher levels. Additionally, the fighter's HP is not the only consideration in party endurance. It doesn't matter if the fighter has 100 HP left if the rogue, cleric, and wizard all have 10 and are out of spells. Being resistant to damage only encourages monsters to attack the squishier targets shortening your adventuring day overall (especilly because the 5e fighter cannot protect his party at all). On top of that, HAM only reduces the damage you receive by about 5 to 10% at high levels. On the other hand, +2 Strength can lead to abut a 15% to 20% increase in DPR. Killing monsters faster means you will take less damage overall. Boom! Mathed! There are thousands of combinations, but most of them favor simply attacking. This is why every example of "out of the box thinking" has been proven inferior through math. Besides, you never addressed any of my points of my actual argument. I'll lay them out again for you. 1. Some players want special abilities that are more reliable in application and not subject to DM whimsy. 2. Some players want special abilities that cannot be replicated through improvisation. 3. Just because you have a few limited use codified abilities, there is nothing preventing you from improvising. In fact, you can combine improvisation with your codified abilities. [/QUOTE]
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