Hot answers tagged

43

Yes, you must apply all the damage--but you can still leave your target alive. Except in the case of instant death: "when damage reduces [one] to 0 hit points and there is damage remaining, [one dies] if the remaining damage equals or exceeds [one's] hit point maximum." (PHB p.197) Monsters and Death Most DMs have a monster die the instant it drops ...


41

It is cantrips that can not keep up. Weapon attacks alone are not competitive, a 14th level Wizard does more damage with a cantrip than with a dagger1. Class features like Fighting Style and Extra Attacks make weapon attacks superior. First I will measure the Wizard against the Fighter, and later show how other classes compare. For simplicity assume every ...


32

Let's break this down a little bit using the Basic Rules you have available. Page 73: Attack Rolls To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. Pretty straight forward. You roll a D20 and add modifiers, in ...


31

Yes, you can tell DMG p.26 When running a combat, make sure that you describe nonlethal and lethal damage differently. The distinction should be clear—both in the players’ imaginations and on their character sheets. Does this only apply to damage the characters receive? Personally I am happy to take what the rulebooks say at face value: "make ...


23

Smite damage is not precision damage, and since it is extra points not extra dice of damage, it is definitely multiplied. The only things not multiplied on crits are extra dice of damage, such as precision damage or weapon effects like flaming.


22

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 ...


22

Your damage does not increase by level. (1) (1) At least not directly. You get more feats, hit more often, have higher base stats, may aquire magic items and get stronger spells. But the raw damage does not increase. If a weapon does 1d6 damage, it does so, regardless of your level. Exceptions will be noted in the damage text.


21

It is correct to say the 3.5e rule no longer appears in 5e. Another tweet (god I wish we had that back in the 90s) clarifies that the minimum is indeed 0. JeremyCrawford @JeremyECrawford There is not a damage minimum of 1, so it is possible to deal 0 damage with an attack. Jack Abrasion @jackAbrasion @JeremyECrawford Do attacks do ...


18

The rule for knocking a creature out is as follows: Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls ...


17

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, Core Rulebook 179 It doesn't say anything more about it because there's nothing more to say, the rule is simple and all-encompassing. Your ...


17

Your thought is correct. Per the hardness rules: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points So any time the object takes damage, subtracts its hardness first. This is similar ...


16

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 ...


16

Unless something specifically says otherwise, fractions are always rounded down. See The Basics: Rounding Fractions In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. So if you have Str 16, a greatsword will add +4 ...


16

You cannot (usually) attack twice in one turn in D&D 4e. On your turn you have 3 actions, a Standard, Move, and a Minor. Generally your Standard is your attack, your Move generally involves moving, and your Minor is something like Cursing your enemies. You can downgrade actions from a Standard to a Move or a Minor, and a Move to a Minor, but you cannot ...


16

You can choose to KNOCK-OUT the creature when you deal damage with a melee attack On page 198 of the 5e PHB it says when you drop a creature to 0 hp with a melee attack you can choose to knock it unconscious instead of killing it. From there tie it up with your rope and then wake him up and, bam! You can interrogate your prisoner.


16

No, you do not drop to 0HP, fall unconscious, and take a failed death save. When you are reduced to 0HP one of two things happens: you fall unconscious or you die outright. There is no "excess" damage to worry about, excepts insofar as it concerns the "instant death" rule. We can know this by going back one page earlier: A creature's current hit points ...


15

By Rules as Written: Yes. Player's Handbook, page 72: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. This ...


15

Those are the damage per tier. Many abilities and powers show their damage tiered. Being the first number heroic, second number parangon and third epic. The levels for every tier are, Heroic: 1-10 Parangon: 11-20 Epic: 21-30


15

There are no specific rules regarding this, and the DMG leaves it up the to the DM. Your 1d4 for shattered glass seems reasonable (on par with a dagger); I might even bump that to 1d6 (have you seen what glass can do to someone? It's not a pretty sight). However, there are base guidelines for hazards and traps based on the character level and the amount of ...


14

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. ...


14

There is now an official table and rules for adjusting weapon damage across the whole scale. Those are available in the Paizo FAQ. (Announced just a few weeks ago on the Paizo boards.) Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon'...


14

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same ...


14

No, you can't tell when inflicting said damage. Dale M's quote from the DMG I believe is referring to damage received rather than inflicted (hinted at by the reference to 'character sheets'), that is to say, a character should know the difference between getting battered and being killed. Due to the nature of the game, the player has a very precise ...


14

Damage Two handed weapons have higher damage, but not much. If you are serious about weapon attacks, you have a fighting style, so I will calculate with that. A Longsword with Dueling does 6.5 damage, a Greatsword with GWF does 8.33. If you factor in 20 Str, it is only 16% difference. A shield is easily better in my opinion. Before the errata Great Weapon ...


14

Legacy Math In 3/3.5 the two-handed weapon damage was 1.5x strength mod to keep pace with two-weapon fighting. When doing TWF you added half strength mod to damage to your off-hand attack. In 5e, TWF doesn't add your ability modifier to the bonus action attack (without the TWF fighting style), so the wonky math isn't needed in 5e. 5e Two-Handed Damage To ...


13

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 ...


13

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 ...


13

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.


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 ...


13

The fighter is one of the weakest classes in the game, but 1st is a relatively good time to be one Pathfinder, to an extent, implements linear warriors, quadratic wizards.1 That means that low levels are better for mundane characters, and high levels are better for magical characters. So your potency will not last. After all, right now you have 20 Strength. ...



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