Hell, I was bored. Figured I'd sketch the math just for shits and giggles.<br /><br />5 characters can use a large shield: Bard, Cleric, Fighter, Paladin, Barbarian<br /><br />4 characters can use the DS shield: Cleric, Fighter, Paladin, Barbarian<br /><br />Only 3 characters have a good 2-handed weapon option in forgoing the shield: Fighter, Paladin, Barbarian<br /><br />Since the question is whether dealing more damage is better or more AC is better, we'll examine the last group, though you can just as easily run the hypothetical as something like gauntlets vs gloves and the results are even more staggering.<br /><br />AC first:<br /><br />Lets assuming a monster strikes once a turn. The numbers change if you're facing something like that marilith(sp) whozit with multi-attacks, but the vast majority of TD monsters have one one-strikers. This means, the netgain to the party is that the one individual targeted has a bonus to his AC based on his chosen equipment of a shield.<br /><br />Large shield: +2 to AC, +10% gain<br /><br />DS shield: +3 to AC, +15% gain<br /><br />Since the liklihood of one of the three characters to be attacked out of party is 3/7 or 42.9%, the net effect of the large shield is really a +4.29% gain to AC or +6.43% for the DS shield. If you're assuming that bards and wizards don't engage in combat at all and thus cannot be hit (discounting the existance of monster reach or range) and assuming that they are in your party to begin with as character classes, the liklihood of one of the three being attacked is 3/5 or 60%. This would give you a bonus to AC of +6.0% for the large shield and +9.0% for the DS shield.<br /><br />Damage:<br /><br />Since every character gets to swing away, the increased damage potential is added each round and we do not need to take into consideration the randomness factor of who is targeted like in AC.<br /><br />The average damage for a +2 one handed weapon (say the longsword +2) is 6.5. Across all three characters, we would have an average damage potential of 6.5 + 6.5 + 6.5 as our base.<br /><br />Now, lets assume everyone has the +2 holy great sword. The average damage for the three characters would then be 7.5 + 7.5 + 7.5. A net gain of +3 points or +15.4%.<br /><br />If we further speculate that this particular monster was evil, the damage potential is 7.5 + 10.5 + 7.5 with a result of +5 points, or +30.8%.<br /><br /><br />In actuality, the benefit of more damage is even better than it would suggest here since the monster you're battling has a finite number of hit points. If the increased damage manages to push the monster past its threshold a round early than would otherwise be the case, you end up 'saving' yourself from an attack and the potential damage to be inflicted.<br /><br />I feel I should also mention 'gambler's lament' here. This is the only reason why I add the caveat that you need a group that works together. In effect, that's simply shorthand for having people who are willing to cover the liklihood of bankroll-breaking streaks. While the net gain is clearly better for damage compared to AC, the fact that all characters have finite hitpoints means the possibility of hitting bottom during unlucky streaks. If, for instance, the DM decides to attack one single character 3 times in a row or through the course of random decisions one character is targeted multiple times in succession, the perspective changes (possibly). If the one targeted is the class making the decision between AC or damage, then in that situation AC would be superior because once the bottom of 0 hitpoints is reached, the game, as far as that particular senario is concerned, is over. As long as you have people who are not complete jerkoffs in your group, you should be fine.
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Henwy's LiveJournal
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