Tuesday, September 20, 2016

Two-weapon fighting or Two-handed fighting, which is better?

Two-weapon fighting or Two-handed weapons? It can be a tough question for some, and both can be a fun aesthetic to character building. From a numbers perspective though, which deals more damage? Well this is actually a somewhat complicated question, and it depends on if you mean in a single hit, or over the course of a combat encounter.

As you will see, there are benefits to both options. In summary, two-handed weapons are great for burst damage on a single target, which benefit more from bonuses to attack rolls, and two-weapon fighting deals more consistent damage in smaller attacks (attacking single or multiple targets) which benefit more from bonuses to damage rolls.

How these calculations are done are through average damage per turn. For a d6 it is 3.5, (normally rounded to 4) as is per the usual with dungeons and dragons in 5th edition as can be seen in stat blocks throughout the players handbook or monster manual (health increases per level in the players handbook for example). Also it assumes that there is a 50% chance to hit the enemy, meaning the average damage will change when attack a creature that has a higher/lower AC or adding buffs. It also addresses classes that gain extra attack


Two Handed Weapons

Archery
Archery Fighting Style - Increase attack rolls by +2
Sharpshooter Feat - Decrease attack roll by -5, increase damage roll by 10
Longbow - 1d8 piercing damage
Extra Attack
Viable Classes - Fighter and Ranger
                                 Hit Bonus
Modifier                  +0%              +5%          +10%             +15%          +20 %           +25%
0 10.15 11.6 13.05 14.5 15.95 17.4
1 10.85 12.4 13.95 15.5 17.05 18.6
2 11.55 13.2 14.85 16.5 18.15 19.8
3 12.25 14 15.75 17.5 19.25 21
4 12.95 14.8 16.65 18.5 20.35 22.2
5 13.65 15.6 17.55 19.5 21.45 23.4

Great Weapon Master
Great Weapon Fighting Style and Great Weapon Master Feat
Great Weapon Fighting - reroll damage on 1 or 2
Great Weapon Master - penalty of -5 on attack and +10 on damage
Greatsword or Maul - 2d6 damage
Viable Classes - Fighter and Paladin

                          Hit Bonus
Modifier        +0%      +5%      +10%      +15%     +20%      +25%
0 9.2623 11.11476 12.96722 14.81968 16.67214 18.5246
1 9.7623 11.71476 13.66722 15.61968 17.57214 19.5246
2 10.2623 12.31476 14.36722 16.41968 18.47214 20.5246
3 10.7623 12.91476 15.06722 17.21968 19.37214 21.5246
4 11.2623 13.51476 15.76722 18.01968 20.27214 22.5246
5 11.7623 14.11476 16.46722 18.81968 21.17214 23.5246

Great Weapon Savage Attacker
Great Weapon Fighting Style and Savage Attacker Feat
Great Weapon Fighting - reroll damage on 1 or 2
Savage Attacker Feat - Roll damage twice and take the highest
Greatsword or Maul - 2d6 damage
Viable Classes - Fighter and Paladin

                            Hit Bonus
Modifier   +0%   +5%   +10%   +15%   +20%   +25%
0 10.65575 15.23772 16.62297 18.00822 19.39347 20.77871
1 11.65575 12.82133 13.9869 15.15248 16.31805 17.48363
2 12.65575 13.92133 15.1869 16.45248 17.71805 18.98363
3 13.65575 15.02133 16.3869 17.75248 19.11805 20.48363
4 14.65575 16.12133 17.5869 19.05248 20.51805 21.98363
5 15.65575 17.22133 18.7869 20.35248 21.91805 23.48363

Strengths
Archery - Archery provides great burst damage that benefits greatly from attack bonuses. Additionally this is done at a significant range, reducing the need for high defenses
Great Weapon Master - Like Archery, Great Weapon Master provides excellent burst damage, and benefiting a lot from attack bonuses. It also has the potential to deal even more damage as a bonus action, when reducing your opponents to 0 hp.
Great Weapon Savagery - Great Weapon Savagery gains benefits from both attack and damage bonuses in a more balanced way. It has the potential to deal more damage on average without outside help.

Weaknesses
Archery - Like all ranged attacks, environmental and positioning factors can have a big impact on your ability to be effective in combat.
Great Weapon Master - You have a lower chance to hit, so some turns may feel uneventful since you will miss more often.
Great Weapon Savagery - No extra or situational benefits. Additionally you will be rolling and re-rolling quite a lot of dice, so its good to be organized.

Powerful options
Archery - As a Ranger, take the horde breaker option for the potential to do immense damage in one turn to two opponents. As a fighter the Battle Master archetype allows you to increase your ability to maneuver yourself and allies with , as well as negate the disadvantage penalty from adjacent enemies with the Feinting Attack maneuver
Great Weapon Master - As a fighter, take the battlemaster archetype and the Precision Attack maneuver to increase the odds of landing that heavy hit. As a paladin the Vow of Enmity for the Oath of Vengeance class option or the Sacred Weapon from the Oath of Devotion class option, can reduce the penalty to attack for a short while; and make sure to keep bless up.
Great Weapon Savagery - A half-orc fighter that takes the champion archetype has the potential to do extremely high damage on a more consistent basis with critical hits. For a paladin, the Vow of Enmity allows for a higher chance for a critical hit.

Dual Wielding Weapons


Polearm Mastery
Great Weapon Fighting Style and Polearm Mastery Feat
Great Weapon Fighting - reroll damage on 1 or 2
Polearm Mastery - deal 1d4 damage as a bonus action
Polearms - 1d10 damage
Extra Attack
Viable Classes - Fighter and Paladin
                                     Hit Bonus
Modifier         +0%         +5%       +10%       +15%       +20%       +25%
0 6.75 6.9 7.05 7.2 7.35 7.5
1 8.25 8.4 8.55 8.7 8.85 9
2 9.75 9.9 10.05 10.2 10.35 10.5
3 11.25 11.4 11.55 11.7 11.85 12
4 12.75 12.9 13.05 13.2 13.35 13.5
5 14.25 14.4 14.55 14.7 14.85 15

Duel Wielder
Two-weapon Fighting Style and Dual Wielder Feat
Two-weapon Fighting Style - You deal modifier damage on your off hand
Dual Wielder Feat - Off hand does not have to be light
Battleaxe, Warhammer, or Longsword - 1d10 damage
Viable Classes - Fighter and Ranger

                             Hit Bonus
Modifier         +0%         +5%       +10%       +15%       +20%       +25%
0 6.75 6.9 7.05 7.2 7.35 7.5
1 8.25 8.4 8.55 8.7 8.85 9
2 9.75 9.9 10.05 10.2 10.35 10.5
3 11.25 11.4 11.55 11.7 11.85 12
4 12.75 12.9 13.05 13.2 13.35 13.5
5 14.25 14.4 14.55 14.7 14.85 15

Martial Arts
Monk Martial Arts and Savage Attacks
Martial Arts - attack with off hand as a bonus action (1d4 and 1d6 at level 5)
Savage attacker - Roll Damage twice and take highest
Quarterstaff - 1d6 (1d8 versatile)

                           Hit Bonus
Modifier         +0%         +5%       +10%       +15%       +20%       +25%
0 7.8125 7.9625 8.1125 8.2625 8.4125 8.5625
1 9.3125 9.4625 9.6125 9.7625 9.9125 10.0625
2 10.8125 10.9625 11.1125 11.2625 11.4125 11.5625
3 12.3125 12.4625 12.6125 12.7625 12.9125 13.0625
4 13.8125 13.9625 14.1125 14.2625 14.4125 14.5625
5 15.3125 15.4625 15.6125 15.7625 15.9125 16.0625

Sneak Attack
Rogue Sneak attack and Savage Attacks
Sneak Attack - deal extra damage (3d6 at level 5) with one of your attacks
Rapier and Shortsword/Scimitar - 1d8 piercing damage and 1d6 damage

                             Hit Bonus
Modifier
+0% +5% +10% +15% +20% +25%
0 9.25 10.175 11.1 12.025 12.95 13.875
1 10.25 11.175 12.1 13.025 13.95 14.875
2 11.25 12.175 13.1 14.025 14.95 15.875
3 12.25 13.175 14.1 15.025 15.95 16.875
4 13.25 14.175 15.1 16.025 16.95 17.875
5 14.25 15.175 16.1 17.025 17.95 18.875

Strengths
Polearm Mastery - This option gives you the ability to hit at a further range as well as
Duel Wielder - With an average damage output similar to Polearm mastery, it can deal large amounts damage in larger quantities.
Martial Art Savagery - Like polearm mastery and duel wielder, bonus damage greatly increases the average damage output of this option.

Weaknesses
Polearm Mastery, Duel Wielder and Martial Art Savagery -  All of these option essentially have the same disadvantage which is a smaller amount of damage each turn. Since not all attacks will hit each turn, it may seem that you are dealing less damage.
Sneak Attack - The increased damage from sneak attack relies heavily on your ability to get your sneak attack in. So you will have to stay close to allies or find ways of gaining advantage quite often.

Powerful options
Polearm Mastery - As a paladin choose Oath of Vengence for the damage boosting spells (smite spells and hunter's mark) as well as the maneuverability and synergy from higher level abilities. As a fighter choosing maneuvers that activate on a hit can allow you to use them when its not your turn, allowing for some superior battlefield control.
Duel Wielder - As a ranger, choose colossus slayer and use hunters mark as often as possible for increased damage on each strike, this greatly increases your average damage. As a fighter, the champion archetype will allow for a higher chance to deal critical damage, since you will be attacking more often.
Martial Art Savagery - Taking the Way of the Open Hand increases your battlefield presence as well as giving you better defensive options. Savagery increases damage greatly especially at higher levels.
Sneak Attack Setups - Taking Arcane Trickster can give you a flanking ally (with find familiar) or set you up for a more consistent way to attack with advantage (with true strike).

Conclusion

Considering that normally a character will have something like a 16 ability modifier for their main damage dealing stat we can use that as a base-line for our attack modifier. As well as having the hit bonus at +0%, since we're going to assume no outside help (help from spells or other classes) and an average AC of the creature. We'll then order the highest to lowest damage, on average, for each option.

Highest
13.7 - Greater Weapon Savagery
12.3 - Martial Art Savagery
12.3 - Archery
12.3 - Sneak Attack
11.3 - Duel Wielder
11.3 - Polearm Mastery
10.8 - Greater Weapon Mastery
Lowest

That's all for now. Thank you for reading and please comment if you have any questions or you feel I've made a mistake. Also, if you have suggestions for other topics that you would like to see me write about, please let me know. Have a great day!

Saturday, August 27, 2016

Druids: The Invincible 'Elephant' in the Room

On paper, Druids seem to be a particularly powerful class, but upon further inspection I think you may find that this not necessarily the case. Perhaps you have noticed while skimming through the players handbook and looking through the classes, that Druids have a particularly powerful level 20 ability called "Archdruid". This lets them use their wild shape an unlimited amount of times.

Considering the current rules for wild shape, this is potentially an incredibly powerful ability, and may give the appeal that Druids are invincible once they acquire this. So, taking the Circle of the Moon, you have the following traits that attribute to this notion of immortality:
  • Use a bonus action to assume the form of a beast of CR as high as 6 (an unlimited number of times per day
  • You can cast spells that don't have a material components, up to 9th level
  • Heal self as a bonus action each turn (1d8 per spell slot spent, up to 9d8)
Potentially you have a buffer of 126 hit points each round (Mammoth hit points at CR6). Which means that a creature will have to do more than 126 hit points each round to actually damage your character. Otherwise, you can merely transform into an animal each turn, continuing to recharge your buffer zone of health.

However, this is not as powerful as it seems. 

Why this is NOT broken.

Although the pros to the Druid's 'Archdruid' ability are quite apparent, there are big few cons to wild shape that are not laid bare. This makes the ability much weaker than could be perceived as 'invincible'.

Creatures at high levels potentially deal a lot of damage each round. Let us consider an encounter with 3 Erinyes (a CR 12 demon) against your party of 5 level 20s. This is a hard encounter, but quite doable. They decide that the Druid has ticked them off and want to focus their attacks on the Druid, and bring him down, he's currently at full life and in Mammoth form. Each demon deals an average of 105 damage each turn (315 total). This will take out any druid with less than 180 hit points in 1 round.

In wild shape your AC is very low (AC 13 as a Mammoth). Using the average damage does not accurately represent what will happen, but gives an idea of what kind of damage output a creature can do. However, if you are the focus of enemies, having a low AC will mean that almost every time, you're going to be hit. If they can deal a decent number of damage, which most do, they'll be able to take you out of your wild shape very quickly.

Beasts don't normally deal a lot of damage or have fantastic abilities, for something at level 20. Taking the Mammoth as an example dealing 25 damage on average with gore or 29 damage with stomp, to a prone target, with a +10 to hit. Compare that with a regular cantrip at level 20, like thorn whip. Thorn whip deals a bit less damage (16 damage) but has a range of 30ft, and pulls a creature closer 10 feet towards you, with a +11 to hit (20 Wisdom); To compare that to a warlock who can average 44 damage with eldrich blast and the Agonizing Blast invocation, with a range of 120 feet.

Animals with high a high CR are usually very large. As you might find while adventuring, sometimes it's not very effective to have large allies - they get in the way. This might seem minor but it can cause your party's combat strategies to take a big hit, which is a pretty big deal - if you want to be an effective team. It might be more effective in some cases to use something with a lower CR in these cases.

If you're constantly wild shaping, what are you contributing to the group? Its something you should ask while in combat as a druid. And, if you are being damaged constantly, you're effectively healing for that amount of damage which is quite good. This is very effective for as a tank character at lower levels, but is diminished at higher levels. The bottom line is that wild shape is more situational than it might seem, which will likely come more apparent as you level up a druid to higher levels.

Lastly to address the self healing. It will become apparent that the healing is not an effective way to use up spell slots, even though it is only a bonus action to use. Spell slots are a resource that are only replenished after a long rest, making it something you want to use wisely. Powerful abilities use the highest spell slots and usually have more than 1 effect or can be used in more than a few different situations. To compare, would you give up the ability to cast a level 6 spell, like heal that recovers a guaranteed 70 hit points with a range of 60ft and ends disease, blindness, or deafness, so you can recover 6d8 (average of 30 hit points) as a bonus action? The answer is: only if its an emergency.



Thank you again for reading. If you have any suggestions or comments - please don't hesitate to comment.

Wednesday, January 27, 2016

Power gaming table!

Today I also wanted to present a special post to help all the power gamers out there. Provided that this post will help you in determining what abilities or stat increases you might want to take - I highly suggest you do not use this chart while actually playing. Many DMs would consider this cheating (as would I).

How does your AC hold up against the monster's attack? Is your attack bonus high enough to make a difference? Is that +1 bonus worth it? What kind of character progression should I take? This post may help you decide.

Below is a matrix of chances to hit. That is, each number within the grid is a percentage chance for an attacker to hit a defender. For example, If an attacker with a +5 bonus attacks a defender with 13 AC, what is the chance I will hit them? The answer, looking on the chart is 0.65 (or 65%), if that attacker is inflicted with the spell Bane (-1d4 to their attack roll) that chance is reduced to 0.60-0.45 (or 60-45%).

                                                                              Attack Bonus

AC 0 1 2 3 4 5 6 7 8 9 10
5 0.80 0.85 0.90 0.95 0.95 0.95 0.95 0.95 0.95 0.95 0.95
6 0.75 0.80 0.85 0.90 0.95 0.95 0.95 0.95 0.95 0.95 0.95
7 0.70 0.75 0.80 0.85 0.90 0.95 0.95 0.95 0.95 0.95 0.95
8 0.65 0.70 0.75 0.80 0.85 0.90 0.95 0.95 0.95 0.95 0.95
9 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 0.95 0.95 0.95
10 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 0.95 0.95
11 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 0.95
12 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95
13 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90
14 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85
15 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80
16 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75
17 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70
18 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65
19 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60
20 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55
21 0.05 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50
22 0.05 0.05 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45
23 0.05 0.05 0.05 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40
24 0.05 0.05 0.05 0.05 0.05 0.10 0.15 0.20 0.25 0.30 0.35
25 0.05 0.05 0.05 0.05 0.05 0.05 0.10 0.15 0.20 0.25 0.30
26 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.10 0.15 0.20 0.25
27 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.10 0.15 0.20
28 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.10 0.15
29 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.10
30 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05















Below this is the average monster statistic based on Challenge rating. To guess what a monster might have in a fight, simply determine how many monsters are in the combat. If there is only one, it is likely that the AC and Attack of the monster is close to the CR of your level, if there are many it is likely that it is slighly lower than your level.

CR   AC   Attack Bonus
0      <13      <+3
1/8     13         +3
1/4     13         +3
1/2     13         +3
1        13         +3
2        13         +3
3        13         +4
4        14         +5
5        15         +6
6        15         +6
7        15         +6
8        16         +7
9        16         +7
10      17         +7
11      17         +8
12      17         +8
13      18         +8
14      18         +8
15      18         +8
16      18         +9
17      19         +10
18      19         +10
19      19         +10
10      19         +10
21      19         +11
22      19         +11
23      19         +11
24      19         +12
25      19         +12
26      19         +12
27      19         +13
28      19         +13
29      19         +13
30      19         +14