i was most angry about the posting of the DM, it came after much, much harassment but out of context it is humiliating and made me very upset that it was posted in a public forum.
hopefully mods can delete all that when they return.
I'm very thankful Rand was around. I was contemplating whether or not to ping a random mod from another site, but that seemed really really out of place
to be fair, the enemies have the same double-damage on crit as you do, so it balances out. although i am known for fudging dice rolls lower once in a while if i feel too bad about it :p
Doubling it in most situations is not too mathematically different from adding another dice, since most attacks don't roll more than 1 dice at a time. Unless, you know, you're casting a spell :P
@Sciborg Yeah so I did some math while I was gone... and would you like to hear the dumbest set of calculations?
Say you had a Level 5 Gloom Stalker Ranger/ Level 3 Rogue Assassin
Ranger has duel-wield feat, and also that other level 2 skill that lets them add their ability modifier to damage rolls
Now
Gloomstalker skill lets you attack an additional time (as part of your attack) on your first turn of combat, while also dealing an additional d8 damage. Rogues get their sneak attack as well
And given an optimal situation where this character happens to be hasted, we are now ready to begin our absolutely ridiculous damage output
Our character, whose name is Bob, successfully ambushes a character. Because of Bob is also a level 3 assassin, all of his attack during his turn get critical hit because of the assassin's skill. Bob wields two rapiers. He attacks twice, but then gloomstalker allows him to attack again. Using official Player Handbook calculation, he's doing (2d8+3)x3
But that's not all
The attack with the gloomstalker connected, allowing Bob to also deal an additional d8. Because of the surprise mechanic, this becomes an additional 2d8 piercing damage
But wait! there's more
Bob is hasted, which mean he can attack again, for another 2d8+3. He also has a bonus attack, which he uses to attack with his other rapier, giving him yet again, another 2d8+3. And just when you thought there couldn't possibly be more, Bob gets an extra 2d6, but because it's a critical hit, it's 3d6 attack due to the rogue's sneak attack feature
This comes out to a stupid average of 79.5 damage
But as an additional kick in the can
Because Bob surprised his enemy, he has advantage on all of his rolls
it's basically just "you can insta-kill one enemy in the room." which don't get me wrong is AMAZING, but it's definitely not going to save you in every scenario :P
Can you explain the wording of Planar Warrior to me?
> As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Does this extra 1d8 force damage only apply to the first hit if you have double attack?
i've literally only killed one character this year, and i even DM-cheated and gave her like six rolls to save herself because i really didn't want her to die.
when people put passion and love into their characters it breaks my heart to kill them ;-;
that PC who i killed this year - we had just a long moment of grieving silence on the Discord call but she wasn't upset and already had a backup character planned. we all agreed it was fair for her to die
Basically, we had a big BBEG fight where the BBEG had some innocent villagers trapped in a magical prison hanging over lava. the PCs killed the BBEG but the cage was almost into the lava because they took too many rounds to do it. the character then made an extremely brave decision to jump onto the cage to save them with a desperate last-ditch Acrobatics check.
she got an 8 on the check and there was a moment of silence before i described how with her last vestiges of strength, she managed to grab the cage door and swing it open just before plunging down into the lava and dying.
all the players agreed that it was fair for her to die because it had kinda been a desperate all-or-nothing thing, but we had a moment of silence and roleplayed some grieving
she was a Paladin and her whole thing was being super lawful good and always sacrificing herself for others, so it made her character arc very beautiful
when the characters came back to town and reported what had happened, the mayor rang the town bell for her, and they named a Paladin training academy after her
her next character was an absolute hilarious goofball and she really enjoyed it, so the campaign quickly returned to being not depressing. but we had a Moment.
Part of the fun of that game was if you worked at it, there was relatively few cards that you needed to get and upgrade before you could regularly pull high numbers in certain modes
In Challenge, for example, you needed 1 rare card, a handful of uncommons (none entirely necessary), and a few specific commons. Leveled up (so just grinding for maybe a week or so hard, or a month on and off) that would allow you a chance at Top 10. Probably wouldn't keep there long, but you would get rewards for hitting Top 10 at least once during the week.
The community had an agreement that on the first day of Challenge, you would stop after hitting Top 1. (Challenge involved just grinding against a stupid computer opponent)
That let, on a good week, 20-30 people get Top 1 rewards.