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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="clearstream" data-source="post: 7267222" data-attributes="member: 71699"><p>Actually, I didn't argue for 6-8. I asked you what you thought? The Adventuring Day XP table guides to about 4 medium to hard encounters per adventuring day. It chimes with the sessions per level guidelines later in the book. It is a curious reading of those sections to come away <em>without</em> the understanding that multiple encounters between long-rests is intended.</p><p></p><p></p><p>That is a surprising ad-hominem. There have been threads and threads of analysis on the impact of single-encounter work-days on the mechanics. The occasional single-encounter day works fine, but if it becomes the norm then that distorts the game balance. That doesn't mean your game won't be fun, but some abilities will be much stronger, and others weaker. Warlock versus Wizard spell casting for instance. The game gets more interesting - and varied - when we push the number of encounters between rests upwards.</p><p></p><p></p><p>Holy hedging. You've dodged and weaved between claiming BS's allies die because foe can ignore BS (how is foe avoiding BB and AoO?), to claiming foe avoids moving (how does foe reach allies?), to claiming that even if foe does move they won't trigger an AoE because they'll Disengage (how does foe get to make attacks?), to now claiming that foe will be able to move in such a way that it doesn't even leave the threatened area (why do BS' allies keep staying so conveniently nearby for that to work?) There doesn't seem to be any clear picture that you can accept of what foe actually does do: foe is sometimes a particle, sometimes a wave, never found with a specific position or direction.</p><p></p><p></p><p>Not including any damage for an AoO <em>implies</em> that you are not conceding BS any AoOs. That's not a stretch.</p><p></p><p></p><p>Warcaster is good, but not at level 4, and especially not if you believe AoO's will be too uncommon to show up on a damage estimate. As you know, the Concentration boost isn't needed, and the +1 to AC, attack, damage, initiative and skills has a significant impact at this point in BS' career. As for AoO being uncommon - foe must choose</p><p></p><p><strong>A)</strong> Stay and fight. It's not hitting BS, and it is being hit. Tanking mission accomplished.</p><p><strong>B)</strong> Disengage. It takes the BB secondary and BS follows it up. It loses its attacks that turn.</p><p><strong>C)</strong> Move. It takes the BB secondary and an AoO, and BS follows it up. It gets one turn of attacks against an ally.</p><p><strong>D)</strong> Move around BS so as to find itself next to BS' ally without leaving BS' reach. Requires a cooperative ally!?</p><p></p><p>What I could do is create a weighting for each choice, and distribute across choices. That would lock down the effective damage. I could then create the resultant PDF for attacks back. I'd continue to use a four-encounter day, with a weighting for Cleric occasionally being able to port Guardians across two encounters, which will be more than off-set by Cleric losing Concentration upon being hit.</p><p></p><p>Do you accept that those parameters are fair?</p><p></p><p>If you can't, that's fine - your experience of D&D and understanding of what makes the game varied and exciting evidently differs from mine. I'd rather then thank you for the debate and leave it there.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7267222, member: 71699"] Actually, I didn't argue for 6-8. I asked you what you thought? The Adventuring Day XP table guides to about 4 medium to hard encounters per adventuring day. It chimes with the sessions per level guidelines later in the book. It is a curious reading of those sections to come away [I]without[/I] the understanding that multiple encounters between long-rests is intended. That is a surprising ad-hominem. There have been threads and threads of analysis on the impact of single-encounter work-days on the mechanics. The occasional single-encounter day works fine, but if it becomes the norm then that distorts the game balance. That doesn't mean your game won't be fun, but some abilities will be much stronger, and others weaker. Warlock versus Wizard spell casting for instance. The game gets more interesting - and varied - when we push the number of encounters between rests upwards. Holy hedging. You've dodged and weaved between claiming BS's allies die because foe can ignore BS (how is foe avoiding BB and AoO?), to claiming foe avoids moving (how does foe reach allies?), to claiming that even if foe does move they won't trigger an AoE because they'll Disengage (how does foe get to make attacks?), to now claiming that foe will be able to move in such a way that it doesn't even leave the threatened area (why do BS' allies keep staying so conveniently nearby for that to work?) There doesn't seem to be any clear picture that you can accept of what foe actually does do: foe is sometimes a particle, sometimes a wave, never found with a specific position or direction. Not including any damage for an AoO [I]implies[/I] that you are not conceding BS any AoOs. That's not a stretch. Warcaster is good, but not at level 4, and especially not if you believe AoO's will be too uncommon to show up on a damage estimate. As you know, the Concentration boost isn't needed, and the +1 to AC, attack, damage, initiative and skills has a significant impact at this point in BS' career. As for AoO being uncommon - foe must choose [B]A)[/B] Stay and fight. It's not hitting BS, and it is being hit. Tanking mission accomplished. [B]B)[/B] Disengage. It takes the BB secondary and BS follows it up. It loses its attacks that turn. [B]C)[/B] Move. It takes the BB secondary and an AoO, and BS follows it up. It gets one turn of attacks against an ally. [B]D)[/B] Move around BS so as to find itself next to BS' ally without leaving BS' reach. Requires a cooperative ally!? What I could do is create a weighting for each choice, and distribute across choices. That would lock down the effective damage. I could then create the resultant PDF for attacks back. I'd continue to use a four-encounter day, with a weighting for Cleric occasionally being able to port Guardians across two encounters, which will be more than off-set by Cleric losing Concentration upon being hit. Do you accept that those parameters are fair? If you can't, that's fine - your experience of D&D and understanding of what makes the game varied and exciting evidently differs from mine. I'd rather then thank you for the debate and leave it there. [/QUOTE]
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