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General Tabletop Discussion
*Dungeons & Dragons
What's your ideal Fighter damage ratio?
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<blockquote data-quote="howandwhy99" data-source="post: 6068941" data-attributes="member: 3192"><p>For a Fighter I like 1d8 +/-1 to 2 damage points more. That tilts the average up and down a little without sheer force (from strength) becoming the reason why someone is badly hurt, but rather allows the weapon factors to matter most. </p><p></p><p>Damage ratio or opponent Hit Points changes due to level. At 1st level the rates is equal (before all the variety is added in). Fighter weapons are 1d8 & Fighter hit points are 1d8. Scores modify this up and down 1-2 points (1-4 in D&DN). 2nd level however doubles hit points, while leaving damage amounts the same. Now spell damage increases with Hit Dice/Level, but those effects are highly limited in a day and a wizard without them is a scared wizard indeed. A trained warrior on the other hand attacks every round (minute or 6 seconds). He or she can swing away over and over (just like in training) with fatigue usually only affecting hitting odds. </p><p></p><p>This results in high level combats lasting longer and lower level combats resolving quickly. All of the strategic options are open to a Fighter's player at 1st level as at high levels, but the chance of a combat lasting to a point where some can be leveraged into play is less at lower levels. Foes just go down too easy. </p><p></p><p>However you also need to play it safe at lower levels. One lucky axe chop from that Orc and you're life is bleeding out onto the grass. The major asset to a Fighter at low levels is his Armor Class. He can wear proficiently the equivalent of a steel tuna can, if not necessarily purchase one right out of the gate. That means he is harder to hit for equivalent combat rated warriors, but as both PC and opponent increase in combat rating AC largely remains the same. They become easier to hit, but have the Hit Points to soak it up. A low combat rated opponent (like a non-Fighter class) is suddenly much easier to both hit and damage to incapacitation than ever before. At early levels the difference between these classes in combat wasn't nearly so much.</p><p></p><p>Once a player understands the more or less static elements of the game (like arms and armor) and the increasing elements (like class-based combat rating & HD) they can alter their strategies by level and also feel the results of all that XP gain.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6068941, member: 3192"] For a Fighter I like 1d8 +/-1 to 2 damage points more. That tilts the average up and down a little without sheer force (from strength) becoming the reason why someone is badly hurt, but rather allows the weapon factors to matter most. Damage ratio or opponent Hit Points changes due to level. At 1st level the rates is equal (before all the variety is added in). Fighter weapons are 1d8 & Fighter hit points are 1d8. Scores modify this up and down 1-2 points (1-4 in D&DN). 2nd level however doubles hit points, while leaving damage amounts the same. Now spell damage increases with Hit Dice/Level, but those effects are highly limited in a day and a wizard without them is a scared wizard indeed. A trained warrior on the other hand attacks every round (minute or 6 seconds). He or she can swing away over and over (just like in training) with fatigue usually only affecting hitting odds. This results in high level combats lasting longer and lower level combats resolving quickly. All of the strategic options are open to a Fighter's player at 1st level as at high levels, but the chance of a combat lasting to a point where some can be leveraged into play is less at lower levels. Foes just go down too easy. However you also need to play it safe at lower levels. One lucky axe chop from that Orc and you're life is bleeding out onto the grass. The major asset to a Fighter at low levels is his Armor Class. He can wear proficiently the equivalent of a steel tuna can, if not necessarily purchase one right out of the gate. That means he is harder to hit for equivalent combat rated warriors, but as both PC and opponent increase in combat rating AC largely remains the same. They become easier to hit, but have the Hit Points to soak it up. A low combat rated opponent (like a non-Fighter class) is suddenly much easier to both hit and damage to incapacitation than ever before. At early levels the difference between these classes in combat wasn't nearly so much. Once a player understands the more or less static elements of the game (like arms and armor) and the increasing elements (like class-based combat rating & HD) they can alter their strategies by level and also feel the results of all that XP gain. [/QUOTE]
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What's your ideal Fighter damage ratio?
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