OK, gearing up to make The Table. I think I’ll be going with the following columns.
- Class – self explanatory, but this table won’t deal with multiclassing
- Race/Specialty notes – things like “half-elf pirate” or “Mountain Dwarf Battlemaster”
- HP (Effective HP) – I think I might note things like 71 HP (+71 HP due to resistance to mundane damage types) for Barbarian. Or the +30 HP “extra” you can get for a Paladin’s Lay on Hands if he heals himself.
- Armor Class – self explanatory, obviously can vary, but I’ll list the one used in the build. AC 20 (Plate and Shield) or AC 18 (Unarmored Defense).
- Continual damage per round – I think I’ll assume vs. AC 16, which is well within the capability of the characters I’ve posited here (though on the low end), but above many of the monsters ane even low-level humans I’ve fought. Open to other suggestions here, but I want to assume one Armor Class value. That will dictate the assumed hit rate and ergo damage. This figure will give an average expected damage per round for a “I never run out of the ability to do this.” attack. For a fighter, it may well be three attacks with two weapons and the Dual Wielder feat, or two attacks with Great Weapon Fighter, or three attacks from a Monk, or a cantrip for a spellcaster if it’s the best thing he’s got.
- Ten-round burst – What’s the cumulative damage output for ten continuous rounds, on the average. I might need to assume a “standard” foe of (say) all stats equal to 14 (?) for things like saving throws. Maybe assume a Saving Throw of 1d20+3, AC 16. But this will assume that for ten rounds, each class throws its best stuff. Spending smite spell slots like crazy, firing off spells like fireworks in a Grand Finale, maximum rage and usef of feats where it’s advantageous.
Each class will have a tactic I’ll probably write about by expanding this post later.