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General Tabletop Discussion
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Wizard vs Fighter - the math
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<blockquote data-quote="NotAYakk" data-source="post: 9160137" data-attributes="member: 72555"><p>The value of damage in a fight is how much damage it prevents.</p><p></p><p>Damage done early in a fight prevents at least as much damage as damage later, and often more.</p><p></p><p>Ie, take 5 monsters that the party takes 10 turns to kill, killing 1 monster per 2 rounds. The party takes 5+5+4+4+3+3+2+2+1+1 or 30 rounds of monster damage.</p><p></p><p>Now have one of the players do all their damage in the first round. Their total damage does not change, but the damage the party takes is now 4+4+3+3+3+2+2+2+1+1+1 or 20 rounds of monster damage.</p><p></p><p>Moving the damage up-front made it significantly more powerful.</p><p></p><p>Wizards can choose when to use their high level slots, and (if smart) does so when it is more important. Meanwhile, fighters have action surge as about the only way they can move damage from one round to another.</p><p></p><p>A similar effect makes damage on secondary targets less important. If you have 3 monsters, doing X damage to one monster is better than doing X/2 to two or X/3 to three. A good rule of thumb is that secondary damage is worth 50% primary target damage (within the limit of killing the primary target; if your damage is enough to kill the primary target, then secondary target damage gets upgraded!).</p><p></p><p>This issue makes fighters look better.</p><p></p><p>The last big one is crowd control. Spellcaster crowd control (status effects) can be encounter breaking, and very few fighter abilities come anywhere close to even low level spellcaster control spells.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9160137, member: 72555"] The value of damage in a fight is how much damage it prevents. Damage done early in a fight prevents at least as much damage as damage later, and often more. Ie, take 5 monsters that the party takes 10 turns to kill, killing 1 monster per 2 rounds. The party takes 5+5+4+4+3+3+2+2+1+1 or 30 rounds of monster damage. Now have one of the players do all their damage in the first round. Their total damage does not change, but the damage the party takes is now 4+4+3+3+3+2+2+2+1+1+1 or 20 rounds of monster damage. Moving the damage up-front made it significantly more powerful. Wizards can choose when to use their high level slots, and (if smart) does so when it is more important. Meanwhile, fighters have action surge as about the only way they can move damage from one round to another. A similar effect makes damage on secondary targets less important. If you have 3 monsters, doing X damage to one monster is better than doing X/2 to two or X/3 to three. A good rule of thumb is that secondary damage is worth 50% primary target damage (within the limit of killing the primary target; if your damage is enough to kill the primary target, then secondary target damage gets upgraded!). This issue makes fighters look better. The last big one is crowd control. Spellcaster crowd control (status effects) can be encounter breaking, and very few fighter abilities come anywhere close to even low level spellcaster control spells. [/QUOTE]
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Wizard vs Fighter - the math
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