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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="James Gasik" data-source="post: 9167931" data-attributes="member: 6877472"><p>I look at it this way- the cost of victory is resources saved. The value of every action is in how many resources it ultimately saves the party from spending. </p><p></p><p>If you can kill enemies faster, you use up less resources (such as hit points). But if killing enemies faster consumes a valuable resource (like fireball), then it's value isn't in how much damage it did, but how many hit points it saved your party from losing.</p><p></p><p>If the merit of a spell slot is how many hit points it prevented you from losing, then it becomes easy to see that healing spells are simply broken from a design standpoint. Using the example of an enemy with multiattack (I'll pick a brown bear for this), we have two attacks for 8 damage and one for 11.</p><p></p><p>Slowing the Bear makes it easier to kill and reduces it's average damage to 11 from 27. Paralyzing the Bear, even for 1 turn, protects you from 27 damage (and making it even easier to kill!).</p><p></p><p>Yet a level 3 Cure Wounds, even used by a Life Cleric with 18 Wisdom, only prevents 22.5 damage for 1 round. It requires you to be in melee range of the enemy, putting yourself in harm's way.</p><p></p><p>I don't see how anyone can say that better healing spells would be broken, or "require" healing classes, when they are so inefficient compared with other methods of preventing resource loss to a party- but as I said above, that ship has sailed, attacked by pirates, and lost at sea, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9167931, member: 6877472"] I look at it this way- the cost of victory is resources saved. The value of every action is in how many resources it ultimately saves the party from spending. If you can kill enemies faster, you use up less resources (such as hit points). But if killing enemies faster consumes a valuable resource (like fireball), then it's value isn't in how much damage it did, but how many hit points it saved your party from losing. If the merit of a spell slot is how many hit points it prevented you from losing, then it becomes easy to see that healing spells are simply broken from a design standpoint. Using the example of an enemy with multiattack (I'll pick a brown bear for this), we have two attacks for 8 damage and one for 11. Slowing the Bear makes it easier to kill and reduces it's average damage to 11 from 27. Paralyzing the Bear, even for 1 turn, protects you from 27 damage (and making it even easier to kill!). Yet a level 3 Cure Wounds, even used by a Life Cleric with 18 Wisdom, only prevents 22.5 damage for 1 round. It requires you to be in melee range of the enemy, putting yourself in harm's way. I don't see how anyone can say that better healing spells would be broken, or "require" healing classes, when they are so inefficient compared with other methods of preventing resource loss to a party- but as I said above, that ship has sailed, attacked by pirates, and lost at sea, lol. [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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