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General Tabletop Discussion
*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="Neonchameleon" data-source="post: 9142401" data-attributes="member: 87792"><p>Not even close. That +1 isn't just a +1 to damage (and there are very few comparable weapons where the damage is that different). It's +1 to hit as well - and that alone is worth almost 10% of your damage. It's also +1 damage <em>per attack</em>. With most attacks doing damage in the low teens unless you have a seriously funky magic weapon. You're about 20% less effective at the team game with a +1 bonus, and about 40% with a +2</p><p></p><p>Which are entirely independent of ASI. And what "cool racial feats"?</p><p></p><p>1 point in up to about 4 skills you use once per session vs 1 point in something you use multiple times per round when your life is on the line.</p><p></p><p>You can pick proficient skills regardless of your bonuses. You just aren't 20-40% weaker when your life is on the line because of it.</p><p></p><p>I've actually complained about the warlock getting two bonus known spells per spell level in OneD&D despite the fact that it makes the characters strictly stronger. It also makes them <em>faffier</em> with more pieces of paper to juggle. And I don't want that.</p><p></p><p>Frequently by people who want the rest of the party to carry them in combat when lives are on the line.</p><p></p><p>I'll drink to that!</p><p></p><p>The key thing is that if it's a choice between survival and luxuries almost everyone will choose survival. Combat is survival and <em>everyone</em> needs to help and carry their weight because their lives are at stake. Social skills are comparative luxuries and not such a direct team thing; only the face character in the party actually needs to lead on them. This isn't to say that others shouldn't help but the lead can handle the life or death situations.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9142401, member: 87792"] Not even close. That +1 isn't just a +1 to damage (and there are very few comparable weapons where the damage is that different). It's +1 to hit as well - and that alone is worth almost 10% of your damage. It's also +1 damage [I]per attack[/I]. With most attacks doing damage in the low teens unless you have a seriously funky magic weapon. You're about 20% less effective at the team game with a +1 bonus, and about 40% with a +2 Which are entirely independent of ASI. And what "cool racial feats"? 1 point in up to about 4 skills you use once per session vs 1 point in something you use multiple times per round when your life is on the line. You can pick proficient skills regardless of your bonuses. You just aren't 20-40% weaker when your life is on the line because of it. I've actually complained about the warlock getting two bonus known spells per spell level in OneD&D despite the fact that it makes the characters strictly stronger. It also makes them [I]faffier[/I] with more pieces of paper to juggle. And I don't want that. Frequently by people who want the rest of the party to carry them in combat when lives are on the line. I'll drink to that! The key thing is that if it's a choice between survival and luxuries almost everyone will choose survival. Combat is survival and [I]everyone[/I] needs to help and carry their weight because their lives are at stake. Social skills are comparative luxuries and not such a direct team thing; only the face character in the party actually needs to lead on them. This isn't to say that others shouldn't help but the lead can handle the life or death situations. [/QUOTE]
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