And that does anyway not mean you get answers, he is likely to say “Ah! Interesting!” and go back to his game design desk, without telling you what you came asking for ;)
My GM is really good with AW. I introduced him to the game and borrowed him the book, a week later he debates rule issues with quotes from the books. Verbatim.
I recommend you to check Apocalypse World out. It's a narrative-heavy, rules-light game about people trying not to fuck up in a post-apocalyptic world of misery, scarcity and primal emotion.
Also, the first edition is free now that 2e is about to get released.
I'm something of a fanboi, but heck, the book is worth reading even if you never plan to play it IMO :)
@nitsua60 apocalypse-world.com but you need to sign-up with your email. It's not verified in any way afaik. They haven't spammed me and I'm following the 2e project anyway so I just used my real mail.
There are no major rule changes in 2e as far as I know - mostly different framework for prep, character playbooks have been retouched, one (operator) was merged with driver and a ton of new basic moves pertaining to combat and vehicle use were added.
And of course, since the number of saves somewhat slows down the whole game, I deleted previous saves thinking that oh, it can't be this important, right? I'll just sell the extra gauntlet.
Can somebody sanity-check me in 5e? A character/player has Sharpshooter feat and is considering taking the -5 to-hit and the +10 damage. You would expect that to be a damage-increasing choice against low or high AC?
@Zachiel Good. That's what I get, too. (Except crits make the upper-end of AC Sharpshooter-preferable, too. If your only chance of hitting is to roll a 20, then might as well take the -5!)
Iirc DnD 4e has a rule where natural 20 is always a hit, but it's critical only if the attack would've hit anyway. If that rule is carried over to 5e it might be still better to not take that to-hit malus.
("COVER" and "LIGHTING" are two of the combat-interestingening principles I've got jotted on my side of my table tent. Also, I'm trademarking that word, there.)
I do happen to dislike the idea that this is a game which you are relying on a D20 to arbitrate randomness, but a nat 20 still wouldn't do what you want
Yes, in 4e you need to both get a natural 20 and exceed the defenses for a crit. A natural 20 is a guaranteed hit always, though. And any enemy you need that 20 to hit is too buff for your party, anyway.
So the rule doesn't get applied that much in practice.
In 3.5 the default is "20 is a natural hit; when you roll a number inside your critical range, if you hit the enemy (if you would hit it without the natural 20 rule) roll for confirmation"
So they dropped one bit per edition: 4e drops confirmation rule but kept the to-hit limit on crits, while 5e dropped that limit too and made all 20's crits.
Yeah, I'm getting a term whose interpretation is "if target's AC > your attack bonus +15..." to which answer really could be "screw the math, I'm running."
Well, calculating the expected damage is one thing. But you also need to remember that the possible increase in expected damage is only going to do you good if it's likely to reduce total attacks needed.
Anyways, I'm off to bed. 1AM in here. Good night folks.
That's right, if you buy any of our titles at your FLGS, we'll get you the PDF for free. http://www.evilhat.com/home/pdf-guarantee/ https://twitter.com/mike_perry/status/769660682417475588
@nitsua60 Are you factoring advantage into your calculations at all?
Also, if it's easy for you to create, I'd be very curious to see the same chart done for DPR at each level - averages obscure details a bit too much for me.
(A side effect of working as a data analyst is that you can never trust aggregated data again.)
@BESW Tried to get my previous FLGS onto Bits&Mortar, but RPG books (in particular indie ones signed up on B&M) were too much a niche market for them to bother. Might try again now that a competitor lessFLGS is gone…
@Miniman True. But I feel like the chart of averages makes the argument (to me) that career damage output (integral of the "at level" chart) is benefitted by delaying first extra attack by R1 (get +1d6 for four levels at cost of one level without 2nd attack) and then delaying third attack by two more levels to gain another SA die.
@Miniman hmm... you're right--they should be tracking from 9-16. Looks like maybe I've got an off-by-one typo driving down R1/F1/R3/F9, then maybe also missing third attack on two of them. [double-checking...]
Ahh... no. The divergence at the very end is that I've left off of the legend the decisions made in levels 13-16. (Since I'm not really expecting to use them.) In one of the F9/R3 variants I grab two more levels of rogue at character levels 15 & 16, tacking on one more SA die. That's the extremely-visible fork at upper-right. Still looking for the parallel offset that looks to be screwed up in R1/F1/R3/F9 somewhere in the first few levels.
@Miniman Right. So, in reality, the other F9/R3 variations should grab that additional SA die rather than another use of indomitable some time during their last 4 levels, and parallel the top line at the very end.
Admittedly, there are plenty of choices I'm making and will make that are sub-optimal w.r.t. this one measure. No matter what this had shown, I'm going F1/R1 (in some order) at first two levels because I want archery and expertise as establishing characteristics. Champion and its expanded criticals would obviously outperform Battle Master on this measure, but Parry to get out of melee and Goading from a protected sniper's nest seem useful and fun (respectively). &c. &c. &c.
And I'm making either WIS or CHA my secondary attribute, for the skillz =)
@Miniman Got it. The one that starts with a rogue level--I forgot to upgrade her damage die from shortbow to longbow when she took her first level of fighter. Which is exactly the off-by-one it looks like =)