Yep, I've downloaded so much stuff from the Trove it's ridiculous. I even have entire rulesets for games I've never played 'just in case.'
The short answer is yes, an example for healing is something like thisAre there objective numbers for DnD similar to DPS or heal per second or whatever else. I'm just curious if it goes to that level of min/maxing. If you wanted to compare two weapons to each other to see which is better, or dual wielding vs a great weapon.
I'm sure there's an autist somewhere that has done exactly that with a spreadsheet, but generally speaking, no "DPS" isn't a thing.Are there objective numbers for DnD similar to DPS or heal per second or whatever else. I'm just curious if it goes to that level of min/maxing. If you wanted to compare two weapons to each other to see which is better, or dual wielding vs a great weapon.
No single-weapon equivalent aside, GWM is a dumb feat.Great weapon master. Early on a -5 to hit is a huge deal and will hardly ever be used but once you get to lvl 10 or so, you can start strategicly using it on low armored creatures for the extra 10 damage per hit.
Damn, I wish you were my DM. In fact I wish I had a DM now. After moving to bum fucked Kansas there is no one here that even plays.I'm sure there's an autist somewhere that has done exactly that with a spreadsheet, but generally speaking, no "DPS" isn't a thing.
That said, min/maxing is still definitely common, but it's mostly ensuring that the benefits a character gets from ability scores, class, sub-class, race, background, feats, etc aren't redundant and/or support what the player wants the character to do.
The weapon system (and basic armor/gear in general) in 5e is definitely lackluster. Weapons are really only differentiated by their damage die. For example - a dagger deals 1d4 damage while a longsword deals 1d8 and a 2-handed greatsword does 2d6. As Indy said, players are really only concerned with average damage per hit and that's obviously higher the larger the damage die.
Weapon Proficiency granted by race/class and choosing between 1-handed or 2-handed weapons are honestly the only real factors when min/maxers choose weapons. They'll almost always default to the 'best' they can wield and there's no downside. The gold cost of starting weapons is nominal, with all the best (non-magical) weapons of normal material/craftmanship being in reach upon character creation.
Apart from a few property tags (like the weapon being Light or Finesse), there's little difference between weapons beyond their damage die and some weapons get completely left in the cold because given how homogenous weapons are, there are clearly a set of weapons in each class (martial, basic, exotic, etc) that are considered the 'best.' Players will often choose whatever the 'best' weapon their character is able to wield.
To illustrate how boring and generic D&D weapons are; a Longsword, Mace, and Battle Axe are all EXACTLY the same weapon, but with different names and of course the Mace deals blunt damage (inconsequential 95% of the time).
Non-magical gear in D&D is truly uninteresting and it's something I heavily tackle with homebrew rules.
Consider the dagger from before; most players never use them because they are objectively inferior to almost every other option. So, I try to make them attractive by adding several properties that make them more useful. In my game, every dagger has the Concealable (gets advantage on checks to hide it from searches), Compact (suffer no penalty when used while prone, grappled, under water, or in tight spaces) and Consistent (wounds dealt by this weapon are relatively consistent and receive +1 to damage) properties.
I've given the same treatment to all weapons. I've even given a few of them slightly negative properties and EVERY weapon (and armor set) has a minimum strength to use effectively. Nearly anyone can wield a dagger, but a much smaller percentage of characters have the strength to heft a huge 2-handed sword.
I try to make choosing a weapon something players have to actually think about. Same with armor.
Damn, I wish you were my DM. In fact I wish I had a DM now. After moving to bum fucked Kansas there is no one here that even plays.
Tried Fantasy grounds and the one game I did find was just horrid.
A few of us from FoH just started a brand new campaign on Fantasy Grounds Unity a few weeks ago (everyone is still level 1) and we have room for another. If you're interested, let me know or PM Seananigans for Discord access and we can talk about.Damn, I wish you were my DM. In fact I wish I had a DM now. After moving to bum fucked Kansas there is no one here that even plays.
Tried Fantasy grounds and the one game I did find was just horrid.
Damn I would love to give this a whirl just let me know when and where (my days are free 7 days a week from sun up to sun down)A few of us from FoH just started a brand new campaign on Fantasy Grounds Unity a few weeks ago (everyone is still level 1) and we have room for another. If you're interested, let me know or PM Seananigans for Discord access and we can talk about.
We were playing on Thursdays, but given we plan to add another player (possibly two, if they're a good fit) that day is very likely to change to another day during the week.
Fair warning, I've got a lot of experience as a table-top DM, but this is literally my first experience using FG as a DM and there's definitely a learning curve, but I've been investing an embarrassing amount of time and effort familiarizing myself with it so I'll be up to speed in short order.
Our sessions definitely aren't terrible; they're mechanically sound, but until I'm not spending such an incredible amount of mental energy just focusing on which buttons to press, etc....the speed of the game is going to be a bit slower than ALL of us would like and the narration/roleplay situations aren't go to be as fluid/natural, BUT it's a short-term thing.
I take DM'ing very, very seriously. I spend a lot of time prepping and trying to craft an enjoyable table. Hell, in the last week I've purchased, installed, and begun setting up nearly 80 mods/extensions to improve the quality of life/functionality of FG. Including layering in Syrinscape for mood, sound effects, and background music.
I really liked Fantasy grounds. We ended up moving to Foundry VTT but FG was solid. And considering you can get your players from wherever it made things a lot more practical than in person. Eventually maybe we'll get a pen and paper game going again.
Yes there is definitely a learning curve. A lot of swearing early on.... wtf why isn't this working? kind of thing. A bit of work and it's very easy once you're set up.
This is the year anniversary synopsis from Foundry, a ton you can do with it.