Tag Info

Hot answers tagged

15

No, movement speed has absolutely no relation to attack or damage. Considering that there are ways to boost speed to stratospheric levels (literally, in the sense that you can exceed Earth’s escape velocity; before an erratum, you could even exceed c), that’s probably for the best. Instead, 3.5 and Pathfinder model the extra oomph you can put ...


13

No, wondrous items such as an Everfull Mug or Piero's Pan of Flameless Frying wouldn't overcome damage resistance (magic) if they were used as improvised weapons. Damage ReductionSRD is only overcome by magic weapons when the DR is specifically vulnerable to magic weapons and when the weapon in question has at least a +1 magical enhancement bonusSRD. ...


13

You and @KRyan are correct. all multipliers work alike (crit, lance, brace, whatever) everything is included in the multiplier except bonus dice multipliers are additive not multiplicative, see Multiplying Damage in the SRD. It doesn't say anything more about it because there's nothing more to say, the rule is simple and all-encompassing. Your math is ...


13

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. - From the d20srd. (Thank you Tridus for the rule citation) With the +1 modifier, you've got +5 HP for being fifth level, but your wounds are still leaving you with -5 hit points off your max: 20 ...


12

Yes. From the compendium: Teleportation *Irrelevant rules snipped* If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can immediately make a saving throw. On a save, the teleportation is negated. Otherwise, the target arrives in the destination space. Afterwards, normal rules ...


11

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


10

Yes, but they get a saving throw. Teleporting them in the air counts as teleporting them into potentially damaging terrain, therefore they get a save. A successful save negates the teleport. Hindering Terrain: A type of terrain that hinders creatures, usually by damaging them. Examples: Pits, lava, and deep water. A creature can make a saving throw ...


10

First of all, this is not so much a problem, as a design decision. 4e is purposefully designed to let characters start afresh every morning, to make encounter design easier for the DM (and published adventures). Another thing worth noting is the fact that hit points are highly abstract, and don't necessarily represent physical damage characters sustain: ...


10

Flurry of Blows Attack Bonus as Phill's answer, but damage includes the full Strength bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.


10

As per SRD: A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2. This means that inspire courage damage, as well as other non-variable bonuses like enhancement bonuses from ...


10

No. Sneak attack is extra damage added to the attack. It's part of the attack roll where the enhancement bonus is already added, you don't get to add it again. So you should have: Attack: 2 (ENH) + Dex + 1/2 lev + 2 (CA) + x (other mods) Damage: 2 (ENH) + Dex + Sneak Attack + x (other mods) For most of your powers. As a commenter points out, because ...


9

I'm shamelessly quoting from 4e here, but I think the following applies in most (non-mechanized) RPG's at least to some extent. Hit Points Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit ...


9

No. Ability modifiers are applied to damage, but half-level isn't. So, in your example, the Flames of Phlegethos would inflict 3d10+3 damage. Half-level is applied to attack rolls because they are ability checks. As a more general rule, feel confident to add half you level to every d20 roll except saving throws and to every static number which usually ...


9

You do not add the monk BAB to Flurry of Blows, it has its own independent BAB, which the Str modifier is added to, ergo +2/+2. If the monk has levels in another class, you would add that BAB to the rolls.


9

1d6+3 Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier with your attack and damage rolls. - Equipment Rules, P. 4 Any attack made with a weapon that has the finesse keyword lets you use either STR for attack and damage modifiers or DEX for attack and damage modifiers.


9

In the equation AdB+C=X... A is the number of Hit Dice B is the type (or size) of the Hit Dice (MM 5) C is "the number of bonus hit points[,] a function of the creature's [number of] Hit Dice and Constitution" (MM 298) X is hit points. A, that is the number of HD, is what's meant in almost every discussion of Hit Dice. The game loves A and cares far less ...


8

No, Taking 5 damage is not a damage roll. There needs to be dice involved to count as a roll. Damage Roll (from DDI): A roll of a die or dice to determine damage dealt by a power or some other effect. Modifiers to a damage roll apply to the entire roll, not to each die rolled. It's hard to generalize, but additional damage from feats would typically ...


7

Vulnerability triggers each time a creature takes damage: If you have vulnerable 5 fire, then any time you take fire damage, you take an additional 5 fire damage. In this case, the target takes damage twice: Once when the power hits, and a second time when the effect triggers. As vulnerability is tied to taking damage rather than being hit, each ...


7

For weapons of different material but the same mass the damage is the same. The difference shows up in durability. Stone weapons need to be sharpened more often and are more prone to break. Both characteristics are not addressed in AD&D. You could give a blanket negative modifier (like -1 or -2) against those wearing metal armor to represent this. This ...


7

Be a Pistolero, take two weapon fight, two double pistols, and rapid shot (and pre-reqs). At 11th level take signature deed (or w/e it's called) and place it on the bonus deed you got from becoming a pistolero. You'll also need rapid reload and alot of alchemic rounds. Using the double pistols special each shot can shoot 2 bullets, since it's now a free ...


7

Point 1 Area Attacks have one damage roll. This indicates that you are only dealing the damage once, as otherwise you would have to roll the damage multiple times. Therefore, 1 should be once per area power. Point 2 Auras dealing damage aren't clear. The rules themselves don't say, but some creatures auras say, for example: Any enemy that ends its ...


7

I take a different tack on this than the other answers. Any time an effect instituted by a creature damages another creature, they are dealing damage. That means that in all 5 of your cases the monster takes the damage from the save ends effect. And yes, unless there is intervention, the two paladins will kill each other. I'm going to take my argument ...


7

Yes If players remain in the pool of poisonous blood the will take the 1d10 + 5 ongoing damage every turn they remain in the pool. The ongoing damage will not stack (same source, same amount), but they will get a save against the ongoing damage every turn, at the end of their turn. This is because a player can end their turn in the pool, save vs the poison ...


7

A bullet shot from a small-sized Staff Sling deals 1d6 Just as the table indicates, using the weapon in this fashion deals 1d6 points of damage. The Medium is for other users and corner cases For example, if you cast Enlarge Person on the halfling, that damage value becomes relevant. A human who masters the Staff Sling would use a medium one as well.


7

The Strength Penalty to Damage Remains Unadjusted A Medium creature with Strength 8 who's fighting with two weapons, a longsword in one hand and a short sword in his off-hand, will inflict 1d8-1 points of damage with the longsword and 1d6-1 points of damage with the short sword, for example. The same creature with Strength 6 will inflict 1d8-2 points of ...


6

The answer to your cost-per-shot problem is buried in the starting Feats for Gunslingers. Gunslingers start with Gunsmithing Feat. The Gunsmithing Feat allows you to (among other things): "Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft ...


6

No Hitpoints are a fundamental component of the tactical game and directly provide for elements of heroism and adventure. A game with realistic combat would suggest that most wounds would take a character out of play for months. (See how injuries work in Ars Magica. One good swipe with a sword and a character can be on enforced bed-rest for a year.) I'm ...


6

The bonus is applied to every damage roll the Warlord's allies do. In order to comprehend what a damage roll really is, read Rules Comendium, page 222. To short it up, any expression of dices (or [W]) that you can find in a power, feat, monster stat block, etc. The following are examples of damage rolls. 2d8 + Wisdom modifier damage 1[W] + Strength ...


6

From The Basics – Constitution: If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. Thus a change in Constitution that changes your Max HP changes your Current HP by the same amount.


6

Nonlethal Damage Core It's actually quite simple to do this. In the SRD, you'll see a rule that allows you to deal nonlethal damage with any weapon that normally deals lethal damage: Nonlethal Damage with a Weapon that Deals Lethal Damage You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 ...



Only top voted, non community-wiki answers of a minimum length are eligible