TheOOB

2014-07-17, 01:48 AM

I've been doing a little bit of math about some of the things in the D&D basic set, and I figured I'd put it here.

Halfling Luck

First up, Halfling Luck, how much does it affect rolls?

So for any roll, you have a 5% chance to have another chance at the roll.

So if you have a 50% chance to succeed a roll, luck adds 50% of 5% to your success rate(2.5%), which makes your success rate 52.5%.

If you have a 25% chance to succeed, luck adds 1.25%, for a total of 26.25%

If you have a 75% chance to succeed, luck adds 3.75%, for a total of 78.75%

In all situations, you are 5% more likely to succeed a roll then you were before, which actually means the ability is more relevant on easy rolls than hard rolls(on the "easy" roll luck will turn a failure into a success three times more often than a "hard" roll).

The ability is useful, but not overpowered or game breaking.

Great Weapon Fighting

A Fighters great weapon fighting seems good, but how good is it?

Basically, when calculating the mean of a die roll, it turns a 1 and a 2 into the average of the roll. So for a Greataxe, you (6.5+6.5+3+4+5+6+7+8+9+10+11+12)/12, which is 7.33 damage, which is only a .83 average damage increase on a hit.

For a great sword, it turns 2d6 from a 7 average to a 8.33, which is a 1.33 average damage increase.

Now damage scales slower in 5e, and fighters get multiple attacks, so this damage isn't irrelevant, but Great Weapon Fighting isn't a huge damage boost, it's nice for reducing your chance of snuffing a damage roll, but getting +1 AC will usually have a larger impact on your character.

Note that a longsword + Duelist deals 6.5 average damage, and has a min of 3 damage, which is only .5 less than a greatsword, and 1.83 damage less than a GWF Greatsword, and allows for a shield.

Of course, at low levels Two-Weapon Fighting has the highest damage output, but as multiple attacks enter in, and special abilities compete for your bonus action, it will lose it's luster(except for rogues).

Cantrip Damage

Wizards can now do decent damage without using their limited spells, and since they have less spells, they'll use their cantrips even at high levels. I'm going to compare firebolt, to a Longsword fighter, to a rapier wielding rogue. Accuracy is not calculated as part of this(all classes should be able to hit equally as often), and I'm assuming a rogue can get their sneak attack 80% of the time. I'm also assuming 16 in ability score at level 1, and 20 at levels 10 and 20

Level 1 Damage Per Turn

Fighter : 7.5(4.5+3)

Rogue : 10.3(4.5+3+(3.5*.8))

Wizard: 5.5

Level 10 Damage Per Turn

Fighter : 19((4.5+5)*2)

Rogue: 23.5(4.5+5+(17.5*.8))

Wizard: 11

Level 20 Damage Per Turn

Fighter: 38((4.5+5)*4)

Rogue: 37.5(4.5+5+(35*.8))

Wizard: 22

As you can see, at no point are cantrips overpowering the more martial characters attacks, in fact they hover around 60% of the damage delt by a fighter, so a wizard will have to dip into their spells to out class a fighter in combat, and with reduced spell scaling I don't see fighters(or rogues), ever becoming useless next to wizards(also note that I was not using optimal damage builds for the fighter and rogue(Great Weapon Fighting and Two Weapon Fighting Respectively), but rather something that is reasonably obtainable by all of those classes builds.

Also interesting to note that the fighter does eventually start catching up to the rogue damage wise.

Halfling Luck

First up, Halfling Luck, how much does it affect rolls?

So for any roll, you have a 5% chance to have another chance at the roll.

So if you have a 50% chance to succeed a roll, luck adds 50% of 5% to your success rate(2.5%), which makes your success rate 52.5%.

If you have a 25% chance to succeed, luck adds 1.25%, for a total of 26.25%

If you have a 75% chance to succeed, luck adds 3.75%, for a total of 78.75%

In all situations, you are 5% more likely to succeed a roll then you were before, which actually means the ability is more relevant on easy rolls than hard rolls(on the "easy" roll luck will turn a failure into a success three times more often than a "hard" roll).

The ability is useful, but not overpowered or game breaking.

Great Weapon Fighting

A Fighters great weapon fighting seems good, but how good is it?

Basically, when calculating the mean of a die roll, it turns a 1 and a 2 into the average of the roll. So for a Greataxe, you (6.5+6.5+3+4+5+6+7+8+9+10+11+12)/12, which is 7.33 damage, which is only a .83 average damage increase on a hit.

For a great sword, it turns 2d6 from a 7 average to a 8.33, which is a 1.33 average damage increase.

Now damage scales slower in 5e, and fighters get multiple attacks, so this damage isn't irrelevant, but Great Weapon Fighting isn't a huge damage boost, it's nice for reducing your chance of snuffing a damage roll, but getting +1 AC will usually have a larger impact on your character.

Note that a longsword + Duelist deals 6.5 average damage, and has a min of 3 damage, which is only .5 less than a greatsword, and 1.83 damage less than a GWF Greatsword, and allows for a shield.

Of course, at low levels Two-Weapon Fighting has the highest damage output, but as multiple attacks enter in, and special abilities compete for your bonus action, it will lose it's luster(except for rogues).

Cantrip Damage

Wizards can now do decent damage without using their limited spells, and since they have less spells, they'll use their cantrips even at high levels. I'm going to compare firebolt, to a Longsword fighter, to a rapier wielding rogue. Accuracy is not calculated as part of this(all classes should be able to hit equally as often), and I'm assuming a rogue can get their sneak attack 80% of the time. I'm also assuming 16 in ability score at level 1, and 20 at levels 10 and 20

Level 1 Damage Per Turn

Fighter : 7.5(4.5+3)

Rogue : 10.3(4.5+3+(3.5*.8))

Wizard: 5.5

Level 10 Damage Per Turn

Fighter : 19((4.5+5)*2)

Rogue: 23.5(4.5+5+(17.5*.8))

Wizard: 11

Level 20 Damage Per Turn

Fighter: 38((4.5+5)*4)

Rogue: 37.5(4.5+5+(35*.8))

Wizard: 22

As you can see, at no point are cantrips overpowering the more martial characters attacks, in fact they hover around 60% of the damage delt by a fighter, so a wizard will have to dip into their spells to out class a fighter in combat, and with reduced spell scaling I don't see fighters(or rogues), ever becoming useless next to wizards(also note that I was not using optimal damage builds for the fighter and rogue(Great Weapon Fighting and Two Weapon Fighting Respectively), but rather something that is reasonably obtainable by all of those classes builds.

Also interesting to note that the fighter does eventually start catching up to the rogue damage wise.