So, I've heard a lot of people weigh in on whether or not there is power creep in 4E D&D. That, for the uninitiated, is the tendency of gaming companies to lure people to buy new books by promising that the new classes/races/everything will be suitably more kick ass than the original classes or races
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Alternately, maybe axes are one die too far, but that would end up clustering weapon damage (1-handed) on the d8. I can see the battle axe / greataxe tradeoff (1-2 AC) but not the long sword / battle axe one.
I think, in the interests of modelling, I'll toss together a web-based calculator for our Adventure! dice pools, though. Just to get an idea of the chance of 1 success, 2 successes, etc. at varying pool sizes.
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I hadn't looked at the later wizard abilities as, well, I don't really want to learn another's class well enough to have the temptation to metagame them*, but my initial thoughts are that Defender and Leader types are the two necessary roles. Controller is nice, but will be stuck with little to do in many fights. A defender can support a number of strikers, though having too many of the latter versus the former results in the (relatively soft) strikers taking damage.
* Despite Warlord essentially being the class that functions at the apex of its abilities when metagaming.
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Over an infinite number of swings, that should be 0.275 damage / swing with the axe and 0.45 damage / swing with the sword.
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