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7 months ago ::
Nov 19, 2012 - 6:17PM
#11
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Date Joined:
Dec 21, 2011
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I hope WoTC takes note. Your work fascinates me. What would happen if you did a simulation of a very short combat that only takes about 4 rounds? Fighter gets to go all out with "at will" and expertise dice...same for rogue and monk. Wizard does 3 "at will spells" and 1 higher damage spell slot. (to conserve spells for many more combats during the day)...Same for Cleric (3 at wills and 1 higher damage spell slot).
That isn't a great way to calculate things. In practice, I think a wizard has enough spells to use them far more frequently than once every four rounds. He can probably cast a daily spell as often as once every second round... or more.
Can your math account for comparing melee PCs who have lots of "at will" power (apples) vs. spellcasters who have their power in limited resources (oranges)?
Sort of, yea. First you need to figure out how many rounds you expect a group to go through per day. Then you calculate the damage total for wizards vs. an at-will class. Things are fairly balanced right now for a 16-20 round day (which is about what I expect, to be honest).
So, anyway… a slight nerf to Deadly Strike and a slight boost to Sneak Attack seem to fix things. Would everyone reading this thread be happy with the changes proposed?
I like it. I also like seeing the balance point that you describe. If groups can go for about 20 rounds or about seven 3 round combat encounters, I think that spellcasters will be able to perform well for that period.
It still might be hard to really calculate how powerful (more or less than a fighter) a wizard will be over that 20 rounds since many times, a wizard will not use a spell that deals damage directly (illusion spells that could cause one or more foe to drop down an imaginary pit or stand back from an imaginary fire, a color spray that makes a number of foes run away, or a mirror image or shield spell that may just give the Wizard a few more rounds before getting hacked to death). Taking this into consideration, I will still vote that Wizards should get more spell slots than the current playtest package allows.
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7 months ago ::
Nov 19, 2012 - 7:52PM
#12
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Date Joined:
Sep 20, 2004
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It still might be hard to really calculate how powerful (more or less than a fighter) a wizard will be over that 20 rounds since many times, a wizard will not use a spell that deals damage directly (illusion spells that could cause one or more foe to drop down an imaginary pit or stand back from an imaginary fire, a color spray that makes a number of foes run away, or a mirror image or shield spell that may just give the Wizard a few more rounds before getting hacked to death). Taking this into consideration, I will still vote that Wizards should get more spell slots than the current playtest package allows.
It is 100% true that this calculates only the balance of damage potentials. Ultimately, what broke wizards in 3e was not damage. It was the ability to force a rest at will, via spells that allowed you to rest in any environment; it was the ability to cast spells that made you as robust and hard to damage as a melee combatant; it was the ability to summon in combatants that were as effective as a fighter in and of themselves; it was the ability to achieve the end goal of a combat (the death or surrender of your foes) without needing to damage them. Thankfully, I have not seen any spells that allow that as of yet. The wizard does, however, have some very powerful spells that do things other than damage. Real, in game, play testing is needed to ensure that those spells remain balanced.
That being said, I do not agree that wizards should get more spell slots than the current play test package allows. I think wizards are currently at a sweet spot. As is, people are already finding spell combos that seem to be very effective at dealing with foes. I don't know that a fighter has been obviated as of yet. I don't think he has. But, balance is very neck and neck. I think fighter damage per round can handle a 6 point nerf per round (which is what the above suggestion does). Couple that with giving the wizard even more spells, however, and I think the wizard will be clearly outclassing the fighter. Balance between the wizard and the other martial classes is already very tight. I would say it clearly outshines the rogue (who needs a big boost in survivability, and some sort of boost in overall tactical effectiveness in combat). Hell, as I already noted, a wizard can already use a daily spell more than once every other round! Giving them even more spell slots, in addition to their at-will spells and signature spell slot, is a HUGE mistake! Your suggestion would overpower the wizard…
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7 months ago ::
Nov 20, 2012 - 9:06AM
#13
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As always Dave you do good work. Love the suggestion of highest die only! Now we just need more maneuvers. Devs! Take note! Devs!
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7 months ago ::
Nov 20, 2012 - 11:27AM
#14
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Date Joined:
Sep 20, 2004
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That suggestion was actually Paul6's. I don't want to take credit for his idea! This thread is more of a compilation of the best ideas I have seen so far (with the math that explains why I think they are good ideas). But thank you!
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7 months ago ::
Nov 20, 2012 - 12:34PM
#15
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Well then good job Paul6. I love it! But Dave you still good work grinding out the math for us mathless and you seem to generally keep a reasonable and level-headed approach to discussions on these threads. So still good job Dave!
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7 months ago ::
Nov 21, 2012 - 10:37AM
#16
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So, after a lot of conversation, a lot of math, and the like, a few things have become apparent: Sneak Attack and Deadly Strike feel too alike; all the martial classes feel underpowered compared to the fighter. Now, almost everyone still wants the fighter to be the single target DPR king. As a result of all this discussion a lot of ideas have been bandied about. I think one deserves its own thread, because numerically speaking it works pretty well (and helps to deflate instead of inflate some of the damage numbers we have been seeing). Leave Sneak Attack as is. Leave Flurry of Blows as is. Change Deadly Strike to read: Any time you hit with an attack, you may roll any Expertise Dice you have and add the highest result to your damage roll. As a fighter gets multiple attacks, and you can add at least one die of deadly strike to each attack, the fighter's DPR will still be higher than the Monk or Rogue. At level 10, assuming an 80% hit rate, a Monk will have a DPR of 25 with his fists. A fighter with a greatsword will have a DPR of 32. A rogue (with a hit rate of only 75% due to its lower attack bonus) will have a DPR of 17. (All those numbers are rounded off.) The rogue still seems a little low. However, the rogue will be dealing the single largest numbers when he hits. So, at least his pattern is more spikey, and Sneak Attack will feel unique; one of the biggest problems right now is that it does not feel unique. The monk vs. fighter numbers seem fair (considering what the monk gets and the fighter does not). I think that is a great start. We still need to find some other way to give the rogue a minor boost. I would suggest that whenever the rogue hits with a Sneak Attack the target hit grants advantage to anyone attacking it until the start of the Rogue's next turn. That way the rogue will have the spikiest damage, the lowest DPR, and he will make up for his low DPR by adding a status effect that helps the group. Meanwhile, the status effect will encourage the group to attack the target, which will tend to keep them adjecent to the target, which in turn will allow the rogue to sneak attack again the following round; this means that he is really helping the group in order to help himself and that feels pretty rogue-like to me. This will keep the rogue feeling useful despite having the lowest DPR mathematically... and let us not forget Skill Mastery!
Much better, the current deadly strike is a little too deadly in my opinion, it really be-littles strength and weapon choice at high levels and shifts the balance between classes and maneuvers.
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7 months ago ::
Nov 21, 2012 - 11:26AM
#17
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Date Joined:
May 29, 2012
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with a change like that i'd want to see them try out the newer idea of using more than 1 die adds effects, like how the monk step of the wind or whatever its called now can let them run on a wall or water if they use extras.
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7 months ago ::
Nov 21, 2012 - 1:39PM
#18
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Date Joined:
Sep 28, 2005
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Pure mathimatical computations are nice and all. They don't show reality during play though.
Fighter damage is unconditional. You hit, you damage. Resistances may play a role in reducing overall damage. Resistances are overcome by materials. These defenses are more uncommon as well.
Monk damage is unconditional. You just have to make more attack rolls. Monk seems to be able to overcome physical type resistances with Ki. So it's built into the class.
Rogue damage is conditional. You have to be in the right position or right combat situation or prepare the situation to deal sneak attack damage. Even then, it's always lower than fighter. Conditional damage typically is equal or higher than unconditional damage. This formula does not apply. Damage is also resistable in some cases, overcome the same way as fighter.
Wizard damage is conditional but also diverse. Many common effects can prevent, modify or negate specific spell damage but they are often just as vulnerable to others.
As a GM, I would feel irresponsible if I let you dominate every encounter with Magic Missile for 10 levels. For instance. 300 damage of magic missile in 11 rounds can be completely negated with a level 1 shield spell or brooch of shielding. High level enemies typically have this kind of protection readily available. If you were to think an army of level 1 wizards could defeat a powerful enemy by casting 1000 magic missiles I wouldn't want to play in your campaign. Now minor enemies/minions typically don't have maximum protection and magic missile is great for them. I'm just saying being diverse and well prepared for situations is what makes a good wizard good most of the time and bad wizards good half the time.
Wizards should prepare spells based on a situation to maximize their potential against a specific enemy. If they're going against a spell caster, a wizard is better off having dispel magics and protection spells of their own to maximize a party's effectiveness. Or fire spells against frost creatures and vice versa. Wizards can and will dominate damage in certain situations if prepared. A magic missile shooter is going to get ruined. Your example of "maximum potential" is silly and would happen once in 100 game sessions.
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7 months ago ::
Nov 21, 2012 - 2:53PM
#19
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Date Joined:
Sep 20, 2004
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I think you missed the point Kayas, and failed to interact with the thread. Nobody said that magic missile is a problem. Also, nobody said that it is going to be a likely spell list. That was not the point. As for the rest of your post, it doesn't really interact with anything one way or the other. All it does is reinforce the logic behind making a change like this in the first place...
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6 months ago ::
Nov 24, 2012 - 9:03AM
#20
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Date Joined:
Sep 20, 2004
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I just want to note, I made a mistake calculating the rogue's DPR. I don't know what I did, but its DPR (with a Katana) should actually be 21.4. So, yea... once again, this change seems to bring things far closer to parity!
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