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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 ...


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 ...


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.


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 ...


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.


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


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 ...


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 ...


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. ...


13

Mage hand doesn't make a hand, therefore there is nothing to effect. Reread the spell description. It's just telekinesis on one object. If your game plays that there's a "special effect" of a hand that appears, that's fine, but has no bearing on the spell effect, which has no such thing.


12

Rounding rules in 5e were a problem since the beginning. For example, RAW, at level one you do not heal at all from a long rest (half your HD is 0.5 which is rounded down to 0). This issue was addressed here by Mike Mearls, so this time the RAW was actually contradicted. However, in your case it is correct to say the rule no longer applies. Another tweet ...


11

Lava deals an appropriate amount of damage for the level of the characters and the intensity of the challenge you want them to face. 4e doesn't use static numbers based on the objective source of the damage; in 4e the mechanics scale with the party, according to the thing's role in the story, in order to challenge the group appropriately. Lava is probably ...


10

Since "mage hand" isn't described as a construct of any sort or having any hit points, I'd assume nothing happens. Heck, part of the appeal of Mage Hand is that it nets you fine manipulation at range with little risk to yourself.


10

Yes, you'll deal an extra 1d6 with every ray that hits. Hex says that: You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. And Scorching Ray says that you: Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. Finally, to make it really clear that all 3 rays count as separate ...


9

A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. This 4d4 damage is per time affected (and per creature), not once for the spell. You do not roll once when casting the spell and then deal the same damage to the affected creature each time the spell deals damage; you roll once ...


9

Your assumption is not correct, only the damage left over from the attack is transferred to your humanoid health. (Think of Wild Shape as a type of "overshield" or "bonus health") Ex: You have 12 HP in your beast form. The barbarian that you are fighting hits you dealing 15 points of damage. This leaves 3 HP left over. So that remaining 3HP is dealt ...


9

Yes, you can reroll each of your attack dice that rolled a 1 or a 2. Just for reference, this is what it says in the PHB: 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 "When" here is ...


9

The Spell does not provide a mechanism for doing damage to the spiritual weapon, the mechanics by which it would save, or its susceptibility. Since nothing is defined, Rules as Written, nothing exists. Maintain concern for Dispel Magic spells, anti-magic areas, or attempts to incapacitate the Cleric.


8

This is clearly written in both the player's handbook and even the player's basic rules, in the respective chapter about Combat. I suggest you read either of those before asking basic questions. From the basic rules, page 73 (emphasis mine, identical text is found in the PHB): ATTACK ROLLS When you make an attack, your attack roll determines ...


8

Historically, chainshot (the technical term) was very much less effective against people than grapeshot (canister of musket balls) or even than roundshot (single ball) precisely because the latter tore up large impaling splinters, and indirect casulaties were heavier than direct. Chainshot was normally fired at masts and sails, in the hope of bringing down ...


8

Your second option is correct. As per Mage: the Ascension Revised (p.151) and Mage: 20th Anniversary (p.543), the successes one gets on a Magickal effect translate into a number of levels of damage, modified by the Spheres used. The Base Damage for most Spheres is two lethal per success on the roll. (Forces adds an extra level; Mind is bashing; Entropy ...


8

So for example, if I encountered a troll and had never done so before, and struck it with a normal battleaxe...could I tell I was striking for non-lethal damage? I cannot see a reason why you should, as a rule, be able to determine. In this specific instance, I find it particularly implausible. How would a character, even a fighter used to using ...


7

Your confusion is understandable. The section on active physical skills (page 133 of the Core Rulebook) does not go in-depth into discussing how fall damage works in combination with the Free-Fall skill. The next page (134), however, under the section on Climbing Failures and Glitches refers you to page 172 for Falling Damage. Falling Damage When a ...


7

Once. Magic item entries have an Enhancement line. For a sword, this line would say "Attack rolls and damage rolls". The Rules Compendium has a section that describes reading a magic item entry. In the 'Enhancement' section, on page 280, it says that: For items that give an enhancement bonus, this entry specifies what that bonus applies to: AC, other ...


7

I rule that the targets of these spells only take damage once a turn. Additionally, they don't take damage on the turn when the spell was cast, as per this Sage Advice from Mr Crawford (thanks Airatome). Consider the following example (from another answer here), a wizard (W) and a barbarian (B) are fighting the Evil Bad Guy (E). The initiative order is W ...


6

It doesn't look like you are calculating anything wrong from what you've said. The thing you are doing wrong is assuming that a critical hit with max damage is anything close to likely, it should only happen about a quarter of a percent of the time (.28%). On average you are going to be doing around 10 or 11 damage per round. Let's look at a few monsters ...


6

Spells are calculated much the same way that Melee/Ranged weapon attacks are. However there are three differences that you need to take into account. Firstly, turn all Saving throws into Spell Attacks. The math is the same. So if a spell has a saving throw, flip it using the formula of d20 + caster_modifiers vs. 14 + monster_save. Then, it becomes the ...


6

The total damage is (weight/200 lbs)d6 + (height/10 ft. − 1)d6 except that the (height/10 ft. − 1) factor is limited to a maximum of 20. The (weight/200 lbs) factor is not limited, so the overall damage can increase without bound as weight increases. We know this because the (to a maximum of 20d6 points of damage) parenthetical is ...


5

No, it's only limited to 20D6 by height alone. The only part that indicates there is a maximum on damage is the distance portion. As it says: Distance also comes into play, adding an additional 1d6 points of damage for every >10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage) So by that, the formula is simply: ...



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