-
Matthew Hayward
-
-
Away
-
10th Level
-
Supporter
-
Posts: 9272
-
-
-
-
-
|
Arcanist Kolixela wrote: Matthew Hayward wrote: Here's a chart of potential damage over 16 rounds of combat per class scaling by token level:
https://docs.google.com/spreadsheets/d/1Cr6g8Lf-Le-cmjIKR-nQg-amfEgI7BnT4KpyQznTy_Q/pubchart?oid=1834981888&format=interactive
Yeah.....
I've added charts showing damage potential assuming all slides hit, or 66% of slides hit.
https://docs.google.com/a/discount-dungeon.com/spreadsheets/d/1Cr6g8Lf-Le-cmjIKR-nQg-amfEgI7BnT4KpyQznTy_Q/edit#gid=450240468
Here are my takeaways and some potential ideas for new character card or token abilities:
There are 3 tiers of damage dealing characters:
- Dual Weapon Wielders (Monk and Ranger) do the most damage at all token levels
- Fighters Wielding Two-Handed Weapons (Barbarian, Fighter, Dwarf Fighter) who deal ~70% of the damage of the tier 1 characters
- Everyone Else (Bard, Cleric, Druid, Elf Wizard, Paladin, Rogue, Wizard) who deal ~40-55% of the tier 1 characters, and 55-75% of the tier 2 characters
STR Based Melee builds have the highest combat effectiveness for all classes
Where I'm coming from is this:
- Having multiple viable build paths is a good thing (STR build, DEX build, ranged build, melee build, spell build).
- Within combat, certain classes should not be flat out better at everything (damage, saves, HP, AC) than others. These things should trade off against one another.
Here is a brainstorm list of suggestions - I'm sure these aren't perfect - they may not even be good - please help improve them if you find them lacking.
- The Rogue could really use some help in combat - its combat stats are feeble like the rest of the spell casters (including Bard and Paladin in that category), but doesn't have as much other stuff to do (guard, cast utility spells, healing, turn undead, etc.). Maybe a 5th level ability or UR token that permits it to sneak attack every other round, or every round in one combat.
- Give Wizards, and perhaps Druids and Bards an ability like: "Spells cast as scroll, scrolls, and are modified by the Casters's spell damage bonus", via a 5th level ability, a UR token, or an Eldritch Set Bonus.
- Make AC more relevant in dungeon design for characters who engage in melee - part of the separation in these figures results from an all out damage over everything build approach - however today the only biggest penalty to that approach is a lower AC. For example, by equipping Plate Armor of Attack, Defender Helm, a 2 handed weapon, Ring of Brilliance, Ring of Enervation, and Rampage Charm a fighter is looking at +7 to damage and 8 AC - they could trade that out to the Defender Set and a one handed weapon to lose 7 damage and get 5 AC. Today it doesn't make sense to give up 7 damage to get 5 AC. It is important that this change only be relevant to characters who engage in melee - as the entire idea here would be to incent builds towards spellcasting and ranged weapons.
- Create more slotless or consumable items that boost spell damage: e.g. Elderberry Juice, Rare, Consumable, when drunk add +4 to spell damage for rest of combat.
- Change slide mechanics for damage spells. I suggest simply eliminating the slide requirement (as the Druid is already), or changing the slide hit to be strictly upside bonus - e.g.: Acid Arrow - 12 acid damage, hit AC-15 slide for +6 damage. Perhaps a spell caster class feature where slides are never required, but are optional, e.g.: arcane accuracy - instead of passing a planar skill test, a wizard may slide a 15-AC to get the damage bonus (that way wizards can choose if the like to slide or not).
- I know earlier there was resistance against the idea of a DEX based UR weapon that would have the DEX bonus modify damage. I think this might be the best way to incent alternate build paths - I don't see the ranged build as being comparable powerful to a melee build today unless you are pursuing a Might weapon which is STR based.
- If increasing the combat efficacy of spell casters is not in the cards, maybe try to find ways to give them roleplay relevance outside of combat, such as the Rogue has. Maybe bring back some kind of physical magic item detection (via a wand with an RFID chip in it or something) and have 2 rooms in the dungeon where this matters for getting a hint or a surprise round vs. a monster or something.
- If increasing the spell damage of Wizards in particular is not in the cards, give them support abilities that are truly valuable in combat similar to the Cleric's Healing or Bardsong. A natural area here would be in monster control: spells that would for example force a monster to use only ranged attacks for a round, or not attack any of 4 designated characters for 2 rounds, or only be able to attack characters engaging it with melee or something. One could try to make each dungeon have 1 "swarm" type monster and give them abilities to deal with swarms.
- I'm trying to avoid a "bucket of crabs" mentality with regard to the Druid versus other Wizards and the Cleric (who as a group are all below average), but do something about the fact that the Druid is 2/3rds or more of a Wizard and 2/3rds or more of a Cleric in one body.
- Do something about the Elf Wizard being so under-powered relative to other spell casters - the Druid out-damages the Elf Wizard at Common and Rare token levels, and also is better in every other way - particularly in having lots of healing spells. Perhaps the Wizard would get way more powerful damage spells overall, but the Elf Wizard has a class feature of "Elder Magic" which causes all scrolls, wants, and "as a scroll" effects to be modified by the Elf Wizard's spell damage bonus?
|