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General Tabletop Discussion
*Dungeons & Dragons
Was Champion Fighter designed to be on par with Battlemaster?
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<blockquote data-quote="thorgrit" data-source="post: 6961618" data-attributes="member: 61124"><p>Thanks for replies and insights everyone!</p><p></p><p></p><p></p><p></p><p>Yeah, average damage is fine and all, but a critical against an enemy that has 5 hp left is somewhat wasted. The ease-of-use potential is also what I see as the main draw of the Champion.</p><p></p><p></p><p></p><p></p><p></p><p>That also is one of the things that made me cast shade on the math, not accounting for wide variety in variables such as number of rounds in a combat, combats per short rest, combats per long rest, and only one monster's AC as example. I'm not good enough at math/simulation/theory to know how much of an impact it would have.</p><p></p><p></p><p></p><p></p><p></p><p>Wouldn't happen to have a linkable source for this, would you? Even removing the "damage output in combat" assumption of my original question, and stretching value across other tiers of play, I assume they meant all options to be fun and playable by someone. But seeing this stated in print would make me feel better.</p><p></p><p></p><p></p><p></p><p></p><p>I mainly did so because the post I quoted it from spent a long time talking about damage output, and the suggested fix was to add more damage output, and the main concern of the player in my game who brought this to my attention. What I think I might have failed to say is that I could easily accept lower theoretical damage output if it meant other features make up for it as well, not just because it's easy to play.</p></blockquote><p></p>
[QUOTE="thorgrit, post: 6961618, member: 61124"] Thanks for replies and insights everyone! Yeah, average damage is fine and all, but a critical against an enemy that has 5 hp left is somewhat wasted. The ease-of-use potential is also what I see as the main draw of the Champion. That also is one of the things that made me cast shade on the math, not accounting for wide variety in variables such as number of rounds in a combat, combats per short rest, combats per long rest, and only one monster's AC as example. I'm not good enough at math/simulation/theory to know how much of an impact it would have. Wouldn't happen to have a linkable source for this, would you? Even removing the "damage output in combat" assumption of my original question, and stretching value across other tiers of play, I assume they meant all options to be fun and playable by someone. But seeing this stated in print would make me feel better. I mainly did so because the post I quoted it from spent a long time talking about damage output, and the suggested fix was to add more damage output, and the main concern of the player in my game who brought this to my attention. What I think I might have failed to say is that I could easily accept lower theoretical damage output if it meant other features make up for it as well, not just because it's easy to play. [/QUOTE]
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Community
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Was Champion Fighter designed to be on par with Battlemaster?
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