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Why Is The Assassin Rpgue?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9257708" data-attributes="member: 6790260"><p>It's much like the Champion damage bonus feature. Critting 1 out of every 19 non-crit attacks (2 out of 19 non-crit attacks at high levels) is just...not very good or interesting. Yes, it adds damage in the long run. But it takes <em>so long</em> for that damage to actually add up...and on average you're waiting ~18 attacks aka ~9 rounds to see <em>one</em> of those extra crits (~8.5 attacks at high level, so 2-3 rounds on average, depending on whether you make three or four attacks), sometimes many more, and very rarely they'll be rapid-fire.</p><p></p><p>When compared to the obvious, up-front, it's-right-there-and-obviously-helping pile of bonus dice (4d8 rising to 6d12), it's just...disappointing. Yes, it happens, but it doesn't happen often enough to deliver on the premise.</p><p></p><p>(Frankly, IMO, the Champion should just deal +1 damage for each attack roll they make...whether or not it hits. Even their misses are near-misses. Simple, easy to track, always useful, naturally grows in power with the character, the player never needs to track anything more special than "how many attack rolls did I make." Make it +2 at high level. Boom: instant simple damage bonus that still rewards long-term slugging it out, no special effort required. With some back-of-the-envelope calculations, it seems to work out fine--it's a bit weaker early on, but due to scaling innately with Extra Attack, it would end up being slightly more expected performance in a vacuum, but incapable of optimization or efficiency improvement, while Superiority Dice permit both.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9257708, member: 6790260"] It's much like the Champion damage bonus feature. Critting 1 out of every 19 non-crit attacks (2 out of 19 non-crit attacks at high levels) is just...not very good or interesting. Yes, it adds damage in the long run. But it takes [I]so long[/I] for that damage to actually add up...and on average you're waiting ~18 attacks aka ~9 rounds to see [I]one[/I] of those extra crits (~8.5 attacks at high level, so 2-3 rounds on average, depending on whether you make three or four attacks), sometimes many more, and very rarely they'll be rapid-fire. When compared to the obvious, up-front, it's-right-there-and-obviously-helping pile of bonus dice (4d8 rising to 6d12), it's just...disappointing. Yes, it happens, but it doesn't happen often enough to deliver on the premise. (Frankly, IMO, the Champion should just deal +1 damage for each attack roll they make...whether or not it hits. Even their misses are near-misses. Simple, easy to track, always useful, naturally grows in power with the character, the player never needs to track anything more special than "how many attack rolls did I make." Make it +2 at high level. Boom: instant simple damage bonus that still rewards long-term slugging it out, no special effort required. With some back-of-the-envelope calculations, it seems to work out fine--it's a bit weaker early on, but due to scaling innately with Extra Attack, it would end up being slightly more expected performance in a vacuum, but incapable of optimization or efficiency improvement, while Superiority Dice permit both.) [/QUOTE]
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