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Tier Benchmarks in a Level-less 5E
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<blockquote data-quote="Reynard" data-source="post: 9169972" data-attributes="member: 467"><p>Just for giggles, let's look at 7th level characters by class and see if we can tease out any useful patterns. Note: I am going to assume +4 for primary stat bonuses and +2 for secondary stat bonuses, as well as average hit points.</p><p></p><p>Barbarian (berzerker):</p><p>Defense: 74 HP, AC 16, damage resistance BPS, Dex save Advantage</p><p>Offense: Three attacks +7 doing 1d12+6 each (Note: frenzy)</p><p>Utility: increased speed, strength check advantage, initiative advantage</p><p>Note: rage is 4x per long rest</p><p></p><p>Bard (lore):</p><p>Defense: 32 HP, AC 14, countercharm, cutting words, </p><p>Offense: 1 attack +7 doing 2d8 (cantrip)</p><p>Utility: Bardic inspiration (d8) 4 per short rest, expertise</p><p>Spells: 3 cantrips, 12 spells known, 4-3-3-1</p><p>Note: Lore bard can learn 2 of those known spells from any list.</p><p></p><p>Cleric (life):</p><p>Defense: 46 HP, AC 20 (heavy armor), blessed healer, </p><p>Offense: 1 attack +7 doing 2d8 (cantrip), turn/destroy undead</p><p>Utility: Disciple of Life, Preserve Life</p><p>Spells: 4 cantrips, all spells known, 4-3-3-1</p><p></p><p>Druid (moon):</p><p>Defense: 46 HP, AC 16, Wild Shape</p><p>Offense: 1 attack +7 doing 2d8 (cantrip), Wild Shape, Primal Strike</p><p>Utility: Wild Shape (CR 2, no flying)</p><p>Spells: 3 cantrips, all spells known, 4-3-3-1</p><p>Note: Wild Shape is doing a lot of heavy lifting</p><p></p><p>Fighter (Champion):</p><p>Defense: 67 HP, AC 20, Second wind</p><p>Offense: 2 attacks +7 doing 1d8+6 each, Action Surge, Improved Critical</p><p>Utility: Remarkable Athlete</p><p>Note: Combat styles will impact AC versus attack strength a little bit.</p><p></p><p>Monk (open hand):</p><p>Defense: 32 HP, AC 18 or 46 HP, AC 16 (dex vs con), deflect missiles, slow fall, evasion, stillness of mind, wholeness of body</p><p>Offense: 3 attacks +7 doing 1d6+2 each (1 open hand effect), stunning strike, flurry of blows, ki empowered, </p><p>Utility: speed</p><p>Ki: 7 points per short rest</p><p></p><p>Paladin (devotion):</p><p>Defense: 67 HP, AC 20, lay on hands, divine health, aura of protection, aura of devotion</p><p>Offense: 2 attacks +7 doing 1d8+6 each, smite, sacred weapon, turn unholy</p><p>Utility: divine sense, </p><p>Spells: no cantrips, all known, 4-3</p><p>Note: Combat styles will impact AC versus attack strength a little bit.</p><p></p><p>Ranger (hunter):</p><p>Defense: 53 HP, AC 18, defensive tactics</p><p>Offense: 2 attacks +7 1d8+4 each, hunter’s prey</p><p>Utility: favored enemy, natural explorer, primeval awareness</p><p>Spells: no cantrips, 5 spells known, 4-3</p><p></p><p>Rogue (thief):</p><p>Defense: 28 HP, AC 16, Cunning Action, Uncanny Dodge, Evasion</p><p>Offense: 1 attack +7 1d6+4 plus sneak attack 4d6, Cunning action</p><p>Utility: fast hands, second story work</p><p>Note: the effectiveness of sneak attack is dependent on non-mechanical issues</p><p></p><p>Sorcerer (draconic):</p><p>Defense: 32 HP, AC 14</p><p>Offense: 1 attack +7 2d8 (cantrip), elemental affinity</p><p>Utility: metamagic</p><p>Spells: 5 cantrips, 8 spells known 4-3-3-1</p><p></p><p>Warlock (blade pact):</p><p>Defense: 32 HP, AC 14</p><p>Offense: 1 attack +7 2d8 (cantrip)</p><p>Utility: 4 invocations</p><p>Spells: 3 cantrips, 8 known spells, 2 level 4 slots</p><p></p><p>Wizard (evocation):</p><p>Defense: 25 HP, AC 15</p><p>Offense: 1 attack +7 2d8 (cantrip), sculpt spells, potent cantrip</p><p>Utility: arcane recovery</p><p>Spells: 4 cantrips, many spells known, 4-3-3-1</p><p></p><p>Obviously a lot of utility and effect is being buried under "spells" and I recognize that. I do not have the wherewithal at the moment to do a true spell analysis. Sorry.</p><p></p><p>One thing i think is important to note is that the (champion) fighter just sucks, mechanically. It may be fun to play, but it throws off the benchmarking by a lot. Also, the "balance" of the rogue is hugely dependent on the GM. Some GMs let the rogue do sneak attack damage every round. In those cases, the rogue is a terrifying Cuisinart. Where the rogue has to work harder to use that ability, and the rogue quickly become underpowered.</p><p></p><p>Not that power is the most important thing. But broadly speaking, if we are trying to figure out benchmarks, it is the best we have. Based on this relatively quick analysis, the only thing I can really say is that patterns about damage output versus defense are very hard to establish. I am not convinced there is much effort made in that sort of design in 5E, which strongly suggests that it should not be a major concern when developing an alternate.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9169972, member: 467"] Just for giggles, let's look at 7th level characters by class and see if we can tease out any useful patterns. Note: I am going to assume +4 for primary stat bonuses and +2 for secondary stat bonuses, as well as average hit points. Barbarian (berzerker): Defense: 74 HP, AC 16, damage resistance BPS, Dex save Advantage Offense: Three attacks +7 doing 1d12+6 each (Note: frenzy) Utility: increased speed, strength check advantage, initiative advantage Note: rage is 4x per long rest Bard (lore): Defense: 32 HP, AC 14, countercharm, cutting words, Offense: 1 attack +7 doing 2d8 (cantrip) Utility: Bardic inspiration (d8) 4 per short rest, expertise Spells: 3 cantrips, 12 spells known, 4-3-3-1 Note: Lore bard can learn 2 of those known spells from any list. Cleric (life): Defense: 46 HP, AC 20 (heavy armor), blessed healer, Offense: 1 attack +7 doing 2d8 (cantrip), turn/destroy undead Utility: Disciple of Life, Preserve Life Spells: 4 cantrips, all spells known, 4-3-3-1 Druid (moon): Defense: 46 HP, AC 16, Wild Shape Offense: 1 attack +7 doing 2d8 (cantrip), Wild Shape, Primal Strike Utility: Wild Shape (CR 2, no flying) Spells: 3 cantrips, all spells known, 4-3-3-1 Note: Wild Shape is doing a lot of heavy lifting Fighter (Champion): Defense: 67 HP, AC 20, Second wind Offense: 2 attacks +7 doing 1d8+6 each, Action Surge, Improved Critical Utility: Remarkable Athlete Note: Combat styles will impact AC versus attack strength a little bit. Monk (open hand): Defense: 32 HP, AC 18 or 46 HP, AC 16 (dex vs con), deflect missiles, slow fall, evasion, stillness of mind, wholeness of body Offense: 3 attacks +7 doing 1d6+2 each (1 open hand effect), stunning strike, flurry of blows, ki empowered, Utility: speed Ki: 7 points per short rest Paladin (devotion): Defense: 67 HP, AC 20, lay on hands, divine health, aura of protection, aura of devotion Offense: 2 attacks +7 doing 1d8+6 each, smite, sacred weapon, turn unholy Utility: divine sense, Spells: no cantrips, all known, 4-3 Note: Combat styles will impact AC versus attack strength a little bit. Ranger (hunter): Defense: 53 HP, AC 18, defensive tactics Offense: 2 attacks +7 1d8+4 each, hunter’s prey Utility: favored enemy, natural explorer, primeval awareness Spells: no cantrips, 5 spells known, 4-3 Rogue (thief): Defense: 28 HP, AC 16, Cunning Action, Uncanny Dodge, Evasion Offense: 1 attack +7 1d6+4 plus sneak attack 4d6, Cunning action Utility: fast hands, second story work Note: the effectiveness of sneak attack is dependent on non-mechanical issues Sorcerer (draconic): Defense: 32 HP, AC 14 Offense: 1 attack +7 2d8 (cantrip), elemental affinity Utility: metamagic Spells: 5 cantrips, 8 spells known 4-3-3-1 Warlock (blade pact): Defense: 32 HP, AC 14 Offense: 1 attack +7 2d8 (cantrip) Utility: 4 invocations Spells: 3 cantrips, 8 known spells, 2 level 4 slots Wizard (evocation): Defense: 25 HP, AC 15 Offense: 1 attack +7 2d8 (cantrip), sculpt spells, potent cantrip Utility: arcane recovery Spells: 4 cantrips, many spells known, 4-3-3-1 Obviously a lot of utility and effect is being buried under "spells" and I recognize that. I do not have the wherewithal at the moment to do a true spell analysis. Sorry. One thing i think is important to note is that the (champion) fighter just sucks, mechanically. It may be fun to play, but it throws off the benchmarking by a lot. Also, the "balance" of the rogue is hugely dependent on the GM. Some GMs let the rogue do sneak attack damage every round. In those cases, the rogue is a terrifying Cuisinart. Where the rogue has to work harder to use that ability, and the rogue quickly become underpowered. Not that power is the most important thing. But broadly speaking, if we are trying to figure out benchmarks, it is the best we have. Based on this relatively quick analysis, the only thing I can really say is that patterns about damage output versus defense are very hard to establish. I am not convinced there is much effort made in that sort of design in 5E, which strongly suggests that it should not be a major concern when developing an alternate. [/QUOTE]
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