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===Sub-Optimization: A Case Study of Warhammers=== '''Summary''': If you roll a party of Dwarf Fighters, and do not take every +1 available, fighting an encounter one level below you will take 12 hours. It's often argued by players of the game that you can pick a race that doesn't necessarily have the appropriate +2 bonus to a primary attack attribute, but let's take an example to see what happens in this situation. Consider someone who falls into a few very common traps (by 'trap' it is meant a flaw in the game design by which a player can be tricked into making a bad decision), and doesn't take Weapon Expertise because it's "just a +1". Keep in mind, there was a time when Weapon Expertise wasn't even an option, and it's quite possible WoTC will add more feats in the future--the end result is still the same, however. <s>Trap 1: The player chooses Dwarf fighter. This is a common error to make, since the PHB on page 36 says dwarves make good fighters. This starts him with a 16 strength.</s> Recent errata, over a year after the game was released, allows Dwarves to take Strength as one of their ability bonuses, now. Trap 2: The player picks a +2 proficiency weapon, like a warhammer. This, too, is an easy trap to fall into, as dwarves get bonuses with warhammers, via feats (we'll assume he picks such feats, as well, which up his damage, but not, alas, the all important to-hit). Trap 3: Instead of picking the highest bonus possible for his magic weapon, the player takes a lower bonus, in exchange for a whiz-bang power. In this case, the cool +2 Lifedrinker weapon (level 10), as opposed to a +3 magic weapon (a level 11 weapon, but possible he could have chosen it). By level 10, this dwarf fighter would have had a 4 (str) + 2 (prof) + 5 (level) + 1 (fighter bonus) + 2 (magic) = + 15 to hit. He'll be dealing around an expected 15 points of damage a hit, assuming optimal (for his level) magic items. Now, let's assume we have a whole party of such characters and pit them against a pair of level 11 vampire lords. This is a "level -1" encounter, which should be pretty easy. To keep combat simple, each vampire will simply sit in a corner and only perform basic defense. Vampires using the defense action have an AC of 29, so back then, dwarves would only hit 35% of the time. Let's just call that 6 points a round, rounding generously. Three dwarves attack one vampire, two attack the other, since they're in corners. Let's focus on the vampire with three dwarves attacking it. The vampire starts with 186 hit points, but has an action point and can 'second wind' to gain another 46, so that's really 232 hit points. It also regenerates 10 a round, so the three dwarves put together used to effectively deal 8 points of damage a round to it. This means 39 rounds of combat, assuming at-wills. Encounter powers will reduce this somewhat, dealing nearly double damage, so let's call that 36 rounds until the first vampire drops, neglecting the vampire's Dominating Gaze and Blood Drain, either of which could vastly extend combat time. We won't use Dailies, since, after all, Dailies are for 'tough' encounters, and this is a simple one. A round generally takes 15 minutes, so that's a 9 hour combat, right there...and that's just the first vampire. The second vampire will die around 3 hours later. So, 12 hours for a 'level -1' fight, with characters that are 'sub-optimal'. Optimal characters would likely end the fight in 2 hours or so.
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