Starcofski
2015-04-16, 01:03 PM
Here is my pure numbers breakdown of what I will be talking about in this post. (https://docs.google.com/spreadsheets/d/1u0gYg5k0sbEHL_CZheEASswJixtSyE8acf1stzkRw2E/edit?usp=sharing)
Hey everyone, so like many others I've been trying to come up with some new racial concepts (for melee) to see how a specialist would fare in a personal world. Included in this study were the base Human, and six new racial concepts. Three of these are approaches for handling Large sized PCs (in the form of Powerful Build, Large Size, and plain bonus dice), while the other three are more defensive (Damage Reduction, Regeneration, and bonus AC). The math was broken down into four points: Level 1, Level 4 (First ASI), Level 6 (Second ASI), and Level 20 (Endgame).
Level 1:
Note that in terms of survival, DR 1 (Slash/Pierce/Bludg) is roughly on par with +1 AC (From the human bonus feat). However, Regen 1 is the strongest (as expected) defensive option. In addition, the Bonus Die is the highest damage output (but this is not an issue to me, as this does not scale well with levels). For safety reasons, Powerful Build has not fully activated, and thus is on-par with the human with just it's secondary portion alone.
Average Damage Per Round:
Human = 9.1, Powerful Build = 9.6, Large = 10.2, Bonus Dice = 13.6
Average Number of turns to be killed by a standard wolf (MM):
Human = 5.3, DR = 4.6, Regen = 5.8, AC = 6.1
Level 4:
Powerful Build's main component activates, but without the Dual Wield feat there is no major difference. The Large Size picks up this feat though, and now hits for essentially 7 average damage per swing (equivalent to a greatsword). I also wish to note that the Bonus Dice is still strong.
On the Defense, DR 1 has fallen a bit behind, but is only due to the human picking up the Heavy Armor Master feat. Regen is still only at 1, but clearly still the top dog for survival.
Average Damage Per Round:
Human = 8.5, Powerful Build = 8.9, Large = 9.2, Bonus Dice = 11.3
Average Number of turns to be killed by a standard Hobgoblin Captain (MM):
Human = 22.2, DR = 16.7, Regen = 25.6, AC = 21.3
Level 6:
All gain their second attack, hitting up to 3 times per round. Having both of the core feats already, Human takes his last strength boost, putting it in third place for damage output. The Bonus Dice is starting to fall off in effectiveness as the others get more attacks, and Powerful Build has come fully online with the Dual Wield feat. Defensively, this Warlord packs quite a punch, and most of the defense builds are within one turn of each other in terms of survival, but now that all three have the Heavy Armor Master, they will easily outlive the human base (barring unforeseen terrible rolls). Regen is still king, having increased to 2.
Average Damage Per Round:
Human = 11.4, Powerful Build = 12.4, Large = 11.7, Bonus Dice = 13.5
Average Number of turns to be killed by a standard Hobgoblin Warlord(MM):
Human = 7.0, DR = 8.8, Regen = 10.2, AC = 9.3
Level 20:
In the end, the Human has 2 extra feats for whatever they wish, compared to 1 or none for the other three. The Large size PC cannot even complete their build, which is making me consider providing at least a +1 bonus to their strength and constitution (not shown are a ton of downsides and disadvantages imposed for this race). But even with the same average damage weaponry, the 22 Strength cap provides a distinct advantage that cannot be glossed over, granting both more damage per hit, and an increased hit chance over all the others. Bonus Dice has fallen to just a smidgen above the human, which is I suppose where it should be for the tradeoffs. Powerful Build might be just too powerful, and could need some negatives added (originally considered reducing their effective AC by 1, same for large).
Defensively, 1 extra Damage Reduction goes a long way, the bonus health and AC even further, and Regen 4 might be downright crazy.
Average Damage Per Round:
Human = 39.8, Powerful Build = 52.5, Large = 58.7, Bonus Dice = 44.3
Average Number of turns to be killed by a standard wolf (MM):
Human = 13.9, DR = 15.1, Regen = 17.6, AC = 16.6
So Playgrounders, what I ask are the following of my new melee-specialists:
1) Are these new numbers too far out of line for such a simplistic setup? If so, by how much?
2) Given 5e's aversion to flat bonuses, but the numbers shown, which of the three Offensive and three Defensive options are the best fit for the system?
3) Any supplementary comments?
Hey everyone, so like many others I've been trying to come up with some new racial concepts (for melee) to see how a specialist would fare in a personal world. Included in this study were the base Human, and six new racial concepts. Three of these are approaches for handling Large sized PCs (in the form of Powerful Build, Large Size, and plain bonus dice), while the other three are more defensive (Damage Reduction, Regeneration, and bonus AC). The math was broken down into four points: Level 1, Level 4 (First ASI), Level 6 (Second ASI), and Level 20 (Endgame).
Level 1:
Note that in terms of survival, DR 1 (Slash/Pierce/Bludg) is roughly on par with +1 AC (From the human bonus feat). However, Regen 1 is the strongest (as expected) defensive option. In addition, the Bonus Die is the highest damage output (but this is not an issue to me, as this does not scale well with levels). For safety reasons, Powerful Build has not fully activated, and thus is on-par with the human with just it's secondary portion alone.
Average Damage Per Round:
Human = 9.1, Powerful Build = 9.6, Large = 10.2, Bonus Dice = 13.6
Average Number of turns to be killed by a standard wolf (MM):
Human = 5.3, DR = 4.6, Regen = 5.8, AC = 6.1
Level 4:
Powerful Build's main component activates, but without the Dual Wield feat there is no major difference. The Large Size picks up this feat though, and now hits for essentially 7 average damage per swing (equivalent to a greatsword). I also wish to note that the Bonus Dice is still strong.
On the Defense, DR 1 has fallen a bit behind, but is only due to the human picking up the Heavy Armor Master feat. Regen is still only at 1, but clearly still the top dog for survival.
Average Damage Per Round:
Human = 8.5, Powerful Build = 8.9, Large = 9.2, Bonus Dice = 11.3
Average Number of turns to be killed by a standard Hobgoblin Captain (MM):
Human = 22.2, DR = 16.7, Regen = 25.6, AC = 21.3
Level 6:
All gain their second attack, hitting up to 3 times per round. Having both of the core feats already, Human takes his last strength boost, putting it in third place for damage output. The Bonus Dice is starting to fall off in effectiveness as the others get more attacks, and Powerful Build has come fully online with the Dual Wield feat. Defensively, this Warlord packs quite a punch, and most of the defense builds are within one turn of each other in terms of survival, but now that all three have the Heavy Armor Master, they will easily outlive the human base (barring unforeseen terrible rolls). Regen is still king, having increased to 2.
Average Damage Per Round:
Human = 11.4, Powerful Build = 12.4, Large = 11.7, Bonus Dice = 13.5
Average Number of turns to be killed by a standard Hobgoblin Warlord(MM):
Human = 7.0, DR = 8.8, Regen = 10.2, AC = 9.3
Level 20:
In the end, the Human has 2 extra feats for whatever they wish, compared to 1 or none for the other three. The Large size PC cannot even complete their build, which is making me consider providing at least a +1 bonus to their strength and constitution (not shown are a ton of downsides and disadvantages imposed for this race). But even with the same average damage weaponry, the 22 Strength cap provides a distinct advantage that cannot be glossed over, granting both more damage per hit, and an increased hit chance over all the others. Bonus Dice has fallen to just a smidgen above the human, which is I suppose where it should be for the tradeoffs. Powerful Build might be just too powerful, and could need some negatives added (originally considered reducing their effective AC by 1, same for large).
Defensively, 1 extra Damage Reduction goes a long way, the bonus health and AC even further, and Regen 4 might be downright crazy.
Average Damage Per Round:
Human = 39.8, Powerful Build = 52.5, Large = 58.7, Bonus Dice = 44.3
Average Number of turns to be killed by a standard wolf (MM):
Human = 13.9, DR = 15.1, Regen = 17.6, AC = 16.6
So Playgrounders, what I ask are the following of my new melee-specialists:
1) Are these new numbers too far out of line for such a simplistic setup? If so, by how much?
2) Given 5e's aversion to flat bonuses, but the numbers shown, which of the three Offensive and three Defensive options are the best fit for the system?
3) Any supplementary comments?