Hot answers tagged damage
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 ...
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
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. ...
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
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 ...
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 ...
8
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 ...
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 ...
8
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.
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
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.
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 ...
6
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 ...
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 ...
5
Note: Remember that 4e has a set of rather simplified, abstract rules to cover only situations that come up often. For such rare occurences the GM needs to improvise and make up something new based on the ruleset. With that in mind you can read below.
As Colin said the creature falling would certainly take the regular amount of damage. As for the other one, ...
5
Damage rolls are defined as "any time you roll damage." Lets go through your examples:
With your wolf if the damage on the target is rolled you add your warlord's extra damage, if it is static damage (listed as only a number, not dice) then this bonus is not applied.
Hunter's quarry is extra damage and not its own damage roll (it is applied to the damage ...
5
I could see a magical hit having potential to do a constant damage. Same with an explosion. A burst that's going to effect an area the same each time could have a constant damage.
Something that's based more physically on where and how it lands on the body would have a greater variation of damage.
Edit - I've had some time to think about this... I don't ...
5
Constant damage is, IMHO, a little boring. It makes it very predictable.
If we look at it realistically, the more mechanical the weapon, and the less external factors, the lower should the variance be. A mounted gun shooting at an stationary target in a room with no wind should have a variance close to 0 (constant damage).
If however the same gun is used ...
5
NO
You're moving the damage from one target to another before the resistances and vulnerabilities are applied.
Vulnerabilityddi
Being vulnerable to a damage type means a creature takes extra damage from that damage type. Vulnerability appears in a stat block or power as “Vulnerable x,” where x is the amount of the extra damage. For instance, if a ...
4
I think the glowcoder's answer is correct, despite his re-thinking of it. A solid 5 damage, represents to me a magical affect, or a Character with magical luck. I.e. there is no variance in the damage. A possible (ok, a real stretch) real world comparison might be a laser or radiation. I.e., either damage is done, and it is known damage, or it is ...
4
I have a couple ideas. The first isn't to change the system itself, but to adjust the availability of Healing Surges. I regularly charge surges on failed skill challenges. The player who trips and rolls down the hill isn't going to die to a skill check, but he will lose some surges. I've also fast forwarded through a few trivial fights, but charged the ...
4
I would interpret "5 damage" as coming from something that was a very stable and predictable effect (being on fire, or in a torture device of some kind), while "1d10 damage" would be for things where there's a certain random element (swinging a sword - do you hit cleanly, is it blocked a little or a lot, etc.)
Also worth noting that static damage can also ...
4
Although realistic is not a term I like to use in a game discussion, there is no realistic means of damage (maybe except a life force drain using magic or something) which would to each time the same damage, when we use a human or normal animal or anything with a physiology which is more complex than an amoeba as target. And possibly, I do the amoeba wrong ...
4
I've been playing the game for about as much time as you did and I came to the same conclusions.
What I have done for the last few sessions (since we started a new game) was to make my players use their healing surges during the night (long rest) in place of getting full HP in the morning. A new batch of healing surge is given to them when waking up as it ...
3
To Hit : H (Your to-hit as given by charbuilder)
Level : L (Your Level)
Bow Dice: B
Quarry: U
CritChance: C
CritDamage: D
Static Modifier: S
HitChance (T) = 1-((L+14-H-1)/20)-C
Odds of Quarry (Q) = 1-( (1-T)^2 ) * U + 1-( (1-C)^2)*max(U)
Average Damage = ( T*(B+S) + C*(max(B)+S+D) )*2 + Q
In english: Calculating twin-strike without quarry is ...
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