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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8084337" data-attributes="member: 6871653"><p>I'll start by saying that combat damage does not matter that much for me, so my opinion on this may be safely ignored <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>The situation for ''spotlight'' damage dealing for each classes, to me, would be something like this:</p><p></p><p><strong>- Fighter</strong>: at-will damage, one-on-one, tactical or long combat</p><p><strong>- Rogue</strong>: underhanded tactics. Ambush and stealth yes, but the class damage features should be able to exploit the weakness of an enemy, being stronger against enemy somehow debuffed by a condition.</p><p><strong>- Paladin</strong>: best against fiends and unholy creatures, less than a fighter against normal foe.</p><p><strong>- Ranger</strong>: best against hordes or singular gigantic creatures. Make the ranger the ''last stand'', army-of-one, david vs goliath guy.</p><ul> <li data-xf-list-type="ul"><strong>Druid</strong>: Best when in its ''terrain''. A creature that despoil the chosen terrain of a druid should be a dead creature.</li> <li data-xf-list-type="ul"><strong>Cleric</strong>: Strangely, I dont think destroying undead makes sense for all cleric. Instead, cleric should be big damage dealer against the things antithetical to their domain. Life domain could destroy undeads, but a Fire cleric should be able to destroy cold-based creatures.</li> <li data-xf-list-type="ul"><strong>Bard</strong>: I'd prefer bard that deals their damage through their companion, by buffing their damage, granting attacks or forcing foes to attack their allies, and this, at-will. The role of supporter for the bard should be able to be used turn after turn.</li> <li data-xf-list-type="ul"><strong>Wizard</strong>: AoE damage, evidently, but also dealing more damage to the creatures affected by their spells. A wizard should be able to maximize the damage dealt by a Cone of Cold to a creature under its Web spell effect.</li> <li data-xf-list-type="ul"><strong>Sorcerer</strong>: Artillery spells, raining damage in burst or blast. The sorcerer should be able to break through the limits of spells to add more damage and greater area of effects.</li> <li data-xf-list-type="ul"><strong>Barbarian</strong>: I personally love the Carnage feature from the barbarian in Pillars of Eternity, where the raging barbarian deals damage to every adjacent enemies. Barbarians should hit hard while raging, yes, but their frenzied attacks should it every foes next to them.</li> <li data-xf-list-type="ul"><strong>Warlock</strong>: Warlocks cheat at magic. Like the rogue, they should be able to exploit the condition affecting their target and be best at killing mages to steal their stuff. The ''steal magic'' feature of the arcane trickster should definitely be a big part of the warlock.</li> <li data-xf-list-type="ul"><strong>Monk</strong>: Wel...I dont think there's any <em>raison d'être</em> remaining for the monk, so I got no idea. Their unarmed/unarmored stuff should be split across the other classes to create trope archetypes such as the brawler fighter, wu-jen elemental bender wizard, ninja shadowdancer rogue, jester carnival bard, sacred fist paladin etc.</li> </ul></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8084337, member: 6871653"] I'll start by saying that combat damage does not matter that much for me, so my opinion on this may be safely ignored :P The situation for ''spotlight'' damage dealing for each classes, to me, would be something like this: [B]- Fighter[/B]: at-will damage, one-on-one, tactical or long combat [B]- Rogue[/B]: underhanded tactics. Ambush and stealth yes, but the class damage features should be able to exploit the weakness of an enemy, being stronger against enemy somehow debuffed by a condition. [B]- Paladin[/B]: best against fiends and unholy creatures, less than a fighter against normal foe. [B]- Ranger[/B]: best against hordes or singular gigantic creatures. Make the ranger the ''last stand'', army-of-one, david vs goliath guy. [LIST] [*][B]Druid[/B]: Best when in its ''terrain''. A creature that despoil the chosen terrain of a druid should be a dead creature. [*][B]Cleric[/B]: Strangely, I dont think destroying undead makes sense for all cleric. Instead, cleric should be big damage dealer against the things antithetical to their domain. Life domain could destroy undeads, but a Fire cleric should be able to destroy cold-based creatures. [*][B]Bard[/B]: I'd prefer bard that deals their damage through their companion, by buffing their damage, granting attacks or forcing foes to attack their allies, and this, at-will. The role of supporter for the bard should be able to be used turn after turn. [*][B]Wizard[/B]: AoE damage, evidently, but also dealing more damage to the creatures affected by their spells. A wizard should be able to maximize the damage dealt by a Cone of Cold to a creature under its Web spell effect. [*][B]Sorcerer[/B]: Artillery spells, raining damage in burst or blast. The sorcerer should be able to break through the limits of spells to add more damage and greater area of effects. [*][B]Barbarian[/B]: I personally love the Carnage feature from the barbarian in Pillars of Eternity, where the raging barbarian deals damage to every adjacent enemies. Barbarians should hit hard while raging, yes, but their frenzied attacks should it every foes next to them. [*][B]Warlock[/B]: Warlocks cheat at magic. Like the rogue, they should be able to exploit the condition affecting their target and be best at killing mages to steal their stuff. The ''steal magic'' feature of the arcane trickster should definitely be a big part of the warlock. [*][B]Monk[/B]: Wel...I dont think there's any [I]raison d'être[/I] remaining for the monk, so I got no idea. Their unarmed/unarmored stuff should be split across the other classes to create trope archetypes such as the brawler fighter, wu-jen elemental bender wizard, ninja shadowdancer rogue, jester carnival bard, sacred fist paladin etc. [/LIST] [/QUOTE]
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Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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