Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 9164908" data-attributes="member: 72555"><p>The only thing good about the 19-20 crit range feature is making some unexpected moments a bit more likely. Mechanically, it doesn't do a very good job of, well, killing or hurting stuff.</p><p></p><p>The 19-20 range instead of 20 means that 5% of swings do an extra set of weapon damage dice. We'll be generous and make it 8 damage from the dice. So it adds 0.4 damage delt per swing.</p><p></p><p>We'll compare it to the battlemaster. And we'll pick a really simple strategy for the battlemaster. We'll pick Precision strike, and we'll pick an arbitrary ability that we can choose to apply after we hit and deals 1d8 damage. We'll completely ignore the save part of the ability.</p><p></p><p>We will use Precision when we miss by 1. Only when we miss by 1.</p><p></p><p>We will use the other ability when we roll a natural 20. Only when we roll a natural 20.</p><p></p><p>When we run out of superiority dice, we'll stop using them.</p><p></p><p>We miss by 1 on about 5% of swings, and we roll a natural 20 on about 5% of swings, and they rarely overlap. We'll assume they don't.</p><p></p><p>At 0.1 uses per swing, this means we can pull this off for an average of 40 swings. But really, it means we are capped in how many dice we spend.</p><p></p><p>Spending dice on the first grants 9 extra damage. Spending dice on the second grants a bit more usually - if you miss by 1 and add +1d8 you always hit. So each die is worth at least 9 damage this way.</p><p></p><p>You have a 10% chance to use them on each swing, and deal an extra 9 or more damage when you do, so it increases your damage per swing by 0.9. Note this is higher than what the Champion gained.</p><p></p><p>But, you may say, you will run out of dice! You'll run out of dice after you deal at least 9*4 = 36 damage.</p><p></p><p>For the champion to deal 36 extra damage (on average) before a short rest, that means the champion has to have swung 90 times.</p><p></p><p>Between short rests.</p><p></p><p>And that is the point where the Champion breaks even with this really trivial battlemaster strategy.</p><p></p><p>What playstyle, exactly, does the Champion not suck at? Exactly how long are your days, and how rare are your short rests?</p><p></p><p>What more, that battlemaster I described? Three are more optimal ways to play it. I just chose a completely brain-dead mechanism, and the champion was strictly <strong>worse</strong>.</p><p></p><p>The champions' fundamental problem is that its' level 3 feature sucks at level 3. It is best at level 20. By level 20, the gap between the Champion and the Battlemaster in terms of damage closes a bit, and you have to actually play the BM with some care, because the Champion at level 20 has a 18-20 range <em>and</em> has lots of ways they can leverage it (more attacks, weapons with more damage dice, are the two most obvious).</p><p></p><p>The Champion is a mechanically simple fighter. But my problem it is also a mechanically poor featureset.</p><p></p><p>At level 7, it gets a feature that isn't complete junk. Then it gets ... a second fighting style. WotC knows about the problem of "pick something cool from a list; now, at a higher level, pick your 2nd most favourite from the same list!", but did it again. Also, the 2nd style was forced to be defensive, as the offensive styles didn't both work at the same time.</p><p></p><p>And maybe it would have been neat if two styles stacked in fun and interesting ways (either offensively or defensively), but no, they don't.</p><p></p><p>The champion was basically a subclass that was difficult to distinguish in actual play from not having a subclass. /shrug.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9164908, member: 72555"] The only thing good about the 19-20 crit range feature is making some unexpected moments a bit more likely. Mechanically, it doesn't do a very good job of, well, killing or hurting stuff. The 19-20 range instead of 20 means that 5% of swings do an extra set of weapon damage dice. We'll be generous and make it 8 damage from the dice. So it adds 0.4 damage delt per swing. We'll compare it to the battlemaster. And we'll pick a really simple strategy for the battlemaster. We'll pick Precision strike, and we'll pick an arbitrary ability that we can choose to apply after we hit and deals 1d8 damage. We'll completely ignore the save part of the ability. We will use Precision when we miss by 1. Only when we miss by 1. We will use the other ability when we roll a natural 20. Only when we roll a natural 20. When we run out of superiority dice, we'll stop using them. We miss by 1 on about 5% of swings, and we roll a natural 20 on about 5% of swings, and they rarely overlap. We'll assume they don't. At 0.1 uses per swing, this means we can pull this off for an average of 40 swings. But really, it means we are capped in how many dice we spend. Spending dice on the first grants 9 extra damage. Spending dice on the second grants a bit more usually - if you miss by 1 and add +1d8 you always hit. So each die is worth at least 9 damage this way. You have a 10% chance to use them on each swing, and deal an extra 9 or more damage when you do, so it increases your damage per swing by 0.9. Note this is higher than what the Champion gained. But, you may say, you will run out of dice! You'll run out of dice after you deal at least 9*4 = 36 damage. For the champion to deal 36 extra damage (on average) before a short rest, that means the champion has to have swung 90 times. Between short rests. And that is the point where the Champion breaks even with this really trivial battlemaster strategy. What playstyle, exactly, does the Champion not suck at? Exactly how long are your days, and how rare are your short rests? What more, that battlemaster I described? Three are more optimal ways to play it. I just chose a completely brain-dead mechanism, and the champion was strictly [b]worse[/b]. The champions' fundamental problem is that its' level 3 feature sucks at level 3. It is best at level 20. By level 20, the gap between the Champion and the Battlemaster in terms of damage closes a bit, and you have to actually play the BM with some care, because the Champion at level 20 has a 18-20 range [I]and[/I] has lots of ways they can leverage it (more attacks, weapons with more damage dice, are the two most obvious). The Champion is a mechanically simple fighter. But my problem it is also a mechanically poor featureset. At level 7, it gets a feature that isn't complete junk. Then it gets ... a second fighting style. WotC knows about the problem of "pick something cool from a list; now, at a higher level, pick your 2nd most favourite from the same list!", but did it again. Also, the 2nd style was forced to be defensive, as the offensive styles didn't both work at the same time. And maybe it would have been neat if two styles stacked in fun and interesting ways (either offensively or defensively), but no, they don't. The champion was basically a subclass that was difficult to distinguish in actual play from not having a subclass. /shrug. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
Top