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#6 |
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Join Date: Oct 2009
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Just a quick note on the damage values: You treat DR unusually with the "chance to get through DR". For high values you can simply subtract the DR from the expected values for a good approximation (like the 4d vs DR 7 is 14 - 7 = 7 on average, and this is 100% precise if even the lowest damage is equal to DR), but for low damage that approximation is a bit too pessimistic. The Cleric does expected damage 2d+1=8, so he should hit for only 1 after DR using the approximation, but it is actually more like 1.6 each hit. (Reason: A 2d+1 vs DR 7 does not do -4 damage when a 2 is rolled, and similiarly for 3,4,5.)
So, assuming a hit, the average damage that penetrates the plate armor is: Barb: 7.02 cut (*1.5 = 10.5) Cleric: 1.56 cr (*1) Wiz: 0.17 cr (*1) The guards deal 4.5 imp (*2) penetrating damage to the barb and wizard, but only 1.67 imp (*2) vs. the Cleric's Mail (on average, assuming a hit). Furthermore, with the not so high hit probability of the guards, the defenses of the PCs would be more effective than in your calculation, at least for the cleric. (The barb always dodges, so this is easy to calculate, and the wiz has only one enemy.) The cleric would block the first successful hit (if it comes from the shield side ... arggh) and then dodge the rest. But that's not the same as assuming that the 1st guard is up against the block and the 2nd and 3rd against the dodge. Probably the error isn't that great (it only happens when the first guy misses), but it would be quite pronounced if the guards had skill 10 or so and the clerics block was even higher. But I don't have the precise numbers for the cleric just yet ... And yeah, overall the numbers seem good despite these slight inaccuracies. Regards, Ts |
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| Tags |
| balance, dungeon fantasy, encounter |
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