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6:00 PM
omg, I just realized....
Actually, I think there's already a question on something similar
can't find it.

20th level fighter with two weapon feat. Can I attack with my greatsword thrice, then drop it and draw two longswords and attack with each of them?
 
@goodguy5 I assume you mean the Dual Wielder feat?
 
yes, I was describing, not naming. couldn't remember the exact name
 
@goodguy5 are you trying to use the previous attack as a trigger for the TWF attack? Or are you using the last attack you have to attack with TWF?
 
Fair enough. This is probably a stackable question.
 
@Rubiksmoose I'm trying to use the last attack as the trigger
I thought I saw something like it somewhere else, but if not, I'll post it
 
6:14 PM
@goodguy5 how many attacks does the fighter have with extra attack?
 
does it matter?
 
@goodguy5 this one is somewhat close to it, maybe it was what you were thinking about?
 
as long as you have extra attack, it should work. just make n-1 attacks
 
@goodguy5 ah misread. no, it does not.
 
yes, that one
okay, I don't think that's close enough to be a duplicate, but would be related.
typing
 
6:17 PM
but you are asking something a bit different with taking 1 attack while already holding both weapons
 
6:27 PM
Are greatsword and longsword one or two words?
 
@goodguy5 This seems like a trick question. two words: "greatsword" and "longsword"
 
:rolling eyes:
 
lol
 
there, posted.
 
6:50 PM
4x(2d6+10+str)
vs
3x(2d6+10+str) + 2x(1d8+str)

seems that great weapon master is still better.
 
For raw damage, yeah, but more attacks means less chance of wasting damage on overkills and more reliable damage output :)
 
@goodguy5 Bear in mind that 4/3 of those attacks are being made with a -5 attack modifier as well.
 
@G.Moylan Specifically, the Panchen Lama is the one who locates the Dalai Lama.
And he was disappeared along time ago by China.
It's why the Dalai Lama has said that he might choose to not reincarnate because China has "appointed/found" another Panchen Lama.
 
7:07 PM
ah yeah I remember that now. China would try to "choose" their own DL (likely sympathetic to China) to control Tibet
I remember learning that from the John Oliver segment on Tibet and the Dalai Lama
 
@goodguy5 Depends on the AC of the target.
 
the mad lad
 
he actually did it
 
Against an AC20 or 26 target (very plausible at level 20!) the switch to longswords halfway through makes it a bit better.
Psshh. This is easy. Practically a prebuilt template in my code. ;)
 
what about if the fighter isn't taking the -5/+10?
then is should just be a net positive, right?
 
7:19 PM
Also, just so it isn't merely implied: the Longswords are not using the Two Weapon Fighting Style.
 
oh, even better
Is the greatsword using the great weapons style?
 
@goodguy5 Yes.
 
okay, cool.
what's the tipping point on the die to make using the -5/+10 worth it?
looks like it's like a roll of 12?
 
13 or 14 for a fighter with a strength score of 20. Would be lower for a fighter with a higher strength score.
The AC of the target matters a lot more.
 
well, the AC only matters in relation to the needed die roll
 
7:24 PM
And the damage only matters in relation to the damage needed to kill the target ;)
 
I was trying to ask like ....

on any given roll, how do I know if I should use the -5/+10 or not?
 
@goodguy5 Well, you make that decision before you roll the die. You can't decide it afterwards.
 
@goodguy5 when your lowest roll on the d20 needed to hit the target is lower than 16 -(dmg/2) where dmg is the average base damage of your attack
 
@Xirema I'm not saying this right...
@Sdjz I think sdjz got me
 
I cheated: I have an answer on this :)
it is about deadly aim which is basically the same, just use DALevel = 5
with the disclaimer that corner cases were not considered
 
7:29 PM
I'm trying to think about if my system produces the same formula as you.
 
@Sdjz I'm sure nothing catastrophically wrong could ever come from not considering corner cases.
 
@GreySage I challeneger your premise
so
if(rth < 21 - 6.5 - 5)?

9 on the die doesn't seem right.
 
@goodguy5 Apply GWF to the greatsword, I think.
 
@goodguy5 Meaning it is worth it if you are hitting on a rolled 9, it does seem a bit low, let me review this
 
Increases the base average damage by 1.33333333333
Then you're just off by a rounding error.
 
7:35 PM
@Xirema I thought I did? 13.33/2 is 6.5(ish), right?
 
Well, it's 6.66666666666. My chart is showing that the number needed to hit is 10 for an AC21 target.
So 21 - 6.66666 - 5 is 10 - .666666. And the threshold seems to be between AC20 and AC21, so...
I think it checks out, it's just really imprecise.
 
fair enough
then for Strength 16, it's just under 11, instead of 10?
easy enough to remember, I guess
 
So if you hit on a 9 that's a 60% chance to hit, doing 13.33*0.6=7.998 average damage. applying GWF it becomes a 35% chance to hit doing 23.33*0.35=8.1 something damage. whereas if you need a 10 to hit, that's 55%, doing 13.33*0.55=7.33, applying GWF it is a 30% chance to hit doing 23.33*0.3=6.99 so no longer worth it.
I think it works here
@goodguy5 what do you mean though? you always need to account for both to hit and damage and strength is probably changing both
 
I added AC 21 and 22 just to confirm.
 
and the space between 20 and 21 is the space between a 9 and 10 on the die
cool. this has been very informative
 
7:59 PM
> Flintlock Pistol
Exotic Weapon, Ranged Weapon
3d6 Piercing Damage, Ammunition (60'/180'), Unstable

/Unstable/. When damage dice are rolled for this weapon, any die roll of a 4 or lower is treated as a 0.
Curious who, if anyone, would permit a weapon like this in their games.
The average damage is 5.5, making it on average the same as a d10. But the damage is extremely swingy and unreliable.
 
@Xirema Which is why swords are better; swingy yet very reliable
 
@ColinGross I am the wielder of the Sword of a Thousand Sighs...
Here, for the true high roller...
 
@BESW How much have you played ars magica ?
 
> Musket
Exotic Weapon, Ranged Weapon
3d12 Piercing Damage, Ammunition (120'/300'), Unstable, 2-Handed, Heavy

/Unstable/. When damage dice are rolled for this weapon, any die roll of a 10 or lower is treated as a 0.
 
oof
 
8:05 PM
Fun fact: the Musket has an average DPR of 5.75. A modest improvement over the Pistol!
Just, you know, ignore the part where you only deal damage 42.12% of the time you successfully hit...
 
@Xirema hell of a zombie killer, though
still hits zombies
 
@ColinGross Zilch. My knowledge of it comes from being around enthusiastic players of it for a few years.
 
@Xirema The Unstable condition seems incredibly fun.
(italics for irony)
 
yesterday, by Xirema
My ethos as a game designer is that Frustration is a Valid Game Mechanic.
 
I don't think I would have them in my game.

also Unstable should have a number next to it.
i.e. - *unstable 4"
signifying a roll of four or less is treated as 0

alsoalso, does a roll of zero have any mechanical impacts, aside from not being a number on the die?
 
8:13 PM
@goodguy5 Nope, it just means that die doesn't contribute damage.
 
@Xirema You never proceeded to explain that ethos as far as I can recall.
 
@Xirema OOOOOH, IT'S THE WEAPON DIE?!
you madman
I thought you meant attack rolls
 
big risk big reward. you know you could fail but THAT PAYOFF
 
I mean, that seems like that just squanders the only valuable resource around the table, the game time, by inducing additional wasted rounds.
 
@kviiri Well, statistically speaking, no. The average damage is actually higher than similarly-classed ranged weapons like Shortbows (3.5) or Longbows/Light Crossbows (4.5) or Heavy Crossbows (5.5).
But it does make individual rounds more frustrating because there's a high chance your attack fails to land. And a high chance to deal 20+ damage from an unmodified attack.
 
8:16 PM
@Xirema Expected value is a misleading statistic.
I just don't see what value that kind of swinginess adds.
 
@kviiri Wait, homebrew is supposed to make the game better?
burns 40 pages of homebrewed content
 
That's the purported reason for its inclusion, I believe :P
 
Also, I've been ignoring it, but the Dexterity modifier would at least keep the minimum damage above 0.
So if you're trying to trigger some kind of "on damage" effect, you'd at least keep that.
 
Moderate chance of no die damage
1000/1728, so 58%?

but you still add your ability modifier, right?
 
@goodguy5 Yup.
 
8:20 PM
weird
I'll take any excuse to roll d12s, but no thanks lol
 
Mostly I just like punching weird scenarios into my calculator to see what gets spat out, stuff like that gives me an excuse to do so.
 
ah, I see
I'd rather see
> Musket 3d12 blah blah. Unreliable12. Use a d12 for the attack roll instead of a d20
 
Two ideas from 13th Age I really like is guaranteed damage from attacks and escalation dice. I like them so much actually that I'm considering adding them to all my DnD-ish games
 
remind me how escalation dice work?
 
@goodguy5 Hmm. Interesting.
 
8:23 PM
@goodguy5 Well the "dice" (or actually "die" since there's just one) is technically not a very good name since it's just a number customarily tracked by a die... in its simplest use it's just a flat bonus to attack rolls that increases by one each round
 
> Escalation Die
The escalation die represents a bonus to attacks as the fight goes on.
At the start of the second round, the GM sets the escalation die at 1. Each PC gains a bonus to attack rolls equal to the current value on the escalation die. Each round, the escalation die advances by +1, to a maximum of +6.
Monsters and NPCs do not add the escalation die bonus to their attacks
If the GM judges that the characters are avoiding conflict rather than bringing the fight to the bad guys, the escalation die doesn’t advance. If combat virtually ceases, the escalation die resets to 0.
 
ah, thanks
 
I like the possibility of it speeding up "those last two rounds" of combat :)
 
There are also character feature choices which key off the die, like getting an extra option or effect if the die is even/odd.
 
But it also ties into some class mechanics: you can do this or that when escalation die is at certain values, and IIRC some class had an option that temporarily sets the die to a high value and then resets it low again.
 
8:26 PM
The escalation die started life as a homebrew notion for speeding up 4e combat.
 
eh, the other things are too complicated, but I like the overall idea.
and is it the same as just lowering monster ACs?
 
@goodguy5 I can understand that sentiment. 13th Age seems to be quite well in love with tricks relating to die values :)
 
Escalation dice seems like a really good idea if narratively you want to bias fights in the PC's favor.

I'm not being snide, just stating the obvious.
 
It also lets you start fights off slightly against their favor
it's like a reverse death spiral
 
@Xirema PCs win, by my experience, almost 100% of the fights they're in, so I'd argue there is some bias already
 
8:28 PM
@goodguy5 If you throw out all the other bits that hook into it, yes.
 
I will consider this the next time I get into game planning and running.
 
But Evil Hat's "always add, never subtract" Fate philosophy seems relephant here.
 
But to be fair, I think the escalation die would work quite well even if monsters got the bonus too.
 
Part of what makes heroes heroes is that they don't fatigue mid fight
 
Increasing numbers makes people feel more awesome, and it's also mentally easier than subtraction.
 
8:30 PM
it's mentally easier for you, maybe.
 
Studies Have Shown. [grin]
 
but my players already can't keep track of extras. It's easier for me to just lower monster ACs
 
My experience is that fights tend to wind down towards the end. Like, you start with 10 large skeletons surrounding the PCs, and then by the end, you're kiting 3 or 4 of them back and forth through a Moonbeam, barely ever taking hits.
 
the skeletal Minotaur is awesome, btw.
 
@Xirema I find no reason not to simply call fights like that. "The fight winds down as you dispatch the remaining enemies. What do you do now?"
 
8:31 PM
The guaranteed damage thing is also nice but harder to hack in to DnD effectively... the basic idea is that characters always do some damage with the attacks they're good at, even if they miss, reducing the "wasted turns"
 
Meanwhile, the most dangerous part is right at the start, when your druid, who is out of position due to the initiative order, gets hit for 80% of their health before they have a chance to shapechange/disengage and get to a better position flanked by their allies instead of their enemies.
 
@GreySage I love doing that. I usually say to the players "please reduce a number of hit points that you feel appropriate."
 
@GreySage I'm pretty sure 13th Age includes that in its GM advice.
 
So Escalation Dice reads to me like a bit of a DoubleWin mechanic.
 
Yeah, DnD combat is, IMO, at its finest when there's a medium-large body of monsters with some interesting positioning and all... and gets tedious when there's fewer monsters remaining.
 
8:33 PM
@kviiri seems simple enough to me. Either 1 damage or ability modifier damage, right?
Also, I've been toying with "swarms" (or "mobs", if you prefer) for groups of monsters larger than 6 or so.

only on paper so far, haven't utilized in play
actually, that's a lie. I did use it once, and it went well.
 
@goodguy5 That works for most cases, but eg. in DnD 4e it's not as simple because almost everything is an attack and one'd want to adjudicate it so that missed encounter powers retain some trace of their original characteristics even when missing
And some attacks already have on miss -effects, which might require rebalancing now that it's no longer unique to them... etc
 
4e made the specific decision that most daily powers would have effects on misses, but most other powers would not.
 
Yep
@Xirema In a boss-ish encounter, the last enemy standing is often something that has far more HP than everything else, and taking that down is still a bore though
Even though it could be mechanically... hard? Challenging might be the wrong word, but there's a clear chance of losing despite getting rid of the boss's minions.
DnD just isn't very good at solo mobs. Never was, by what I've heard.
 
@kviiri Valid point. I think it's been a long time since I've been in a fight with a BBEG. Most fights I'm in have involved enemy parties of 6-10 creatures.
 
a game I play in has been using minions from 4e in 5e
 
8:38 PM
4e started having some interesting ideas for solo monsters toward the end of its run, but I had the most success with Magician's multibody concept.
 
@kviiri I don't know if 5e introduced it, but it does have Legendary Actions/Lair Actions/Legendary Resistance to try to make boss monsters properly threatening.
 
^
 
@Xirema That was something 4e started experimenting with.
 
@Xirema Yeah, but they still fall short on making them as interesting to face as a proper force of enemies
 
There's a good question (or rather a good answer) around here somewhere that I just read about giving bosses legendary actions at any level.
 
8:38 PM
I think it's the lack of concrete progress that makes boss encounters dullish
 
@goodguy5 And I can't think of a good reason not to.
 
@kviiri The multibody concept helps with that too!
 
@BESW Yea!
 
I think it was one of the LMoP questions, re glasstaff... blackstaff? black spider? whatever
 
I think there's a lot of good concepts that can be adapted for better boss encounters, including exactly that
 
8:40 PM
Basically, a solo boos is supposed to be the equivalent of five ordinary monsters, right? So just make them that and flavor the five monsters as parts of the single boss.
 
@BESW That's how I roll. Also I like that the boss gets weaker as it takes more damage.
 
@BESW megazord!
 
Fighting a dragon? Each round it gets one turn each for its head, body, wings, legs, and tail. And your attacks have to choose which of those to target.
 
There's also the JRPG boss-in-stages. You know, you beat a boss enough, it changes form. It's not as exciting as multibody, IMO... but you can have both :-)
 
If you take out the head, it loses its breath weapon. If you take out the wings, it's grounded.
 
8:41 PM
Leaves a lot of room for narration of damage and exhaustion. e.g. "the hella troll can't muster the strength to swing his great spiked club"
@kviiri I dislike the bosses getting stronger the more damage they take.
 
I also had fun with bosses that summoned minions.
 
@ColinGross I don't think them getting stronger is necessary to get the desired impact though. The important bit is that they change.
 
And not-actually-solo-statted bosses who existed mostly to boost their allies while being hard to pin down.
 
My most common style of DnD boss so far is "just slightly-better-than-normal-monster with plentiful allies"
 
also, reactions that are like pseudo legendary actions.
•when the boss is reduced below 50%, it can do X
•if the boss is hit with a critical hit, it can do y
•when the boss is brought to 0 hp, perhaps w
 
8:44 PM
@kviiri I once had a 4e villain who the PCs killed, so he came back as a vampire later, and they killed him, so he came back as a ghost who could possess the PCs and force them to attack each other, and they killed that so he immediately returned as a wraith.
 
can't tell if funny or annoying
 
@BESW Talk about persistence
@ColinGross However, I think you should be somewhat open-minded about villains growing in power as they suffer injury... it's a very common trope in fiction that both heroes and villains perform very well under duress!
Sometimes, it's not exactly made prominent... other times, it's explicitly chalked up to "force of emotion", "desperation" or whatever :)
 
If you're playing in a tactically balanced game, it's probably important to start the boss a little underpowered.
 
It's also important that the expectations match there, so the party doesn't draw the obvious conclusion.
> Boss: gets hit by a fireball, turns into screeching Balor
> Players: "oops I think we shouldn't damage it or that happens"
oh yeah. Multiline breaks md
 
@kviiri Depending on the ecology and intelligence of the enemy, they start with some of their upper end abilities and spells. If some adventurers actually get to them, it's likely they're going to start with some pretty potent fire. Reserving one or two high level or expensive things in case the situation takes a turn for the worse.
e.g. dimension door or a doom fire bomb.
 
8:54 PM
@kviiri Unless the boss was a chortling Balor prior to the fireball, in which case, totally legit.
 
Humming balor
 
Now I want art of a hummingbalor, an iridescent fire demon with a long narrow beak and rapidly-beating wings.
 
Or a Humming Balor, providing the baseline for Faerun!Hamilton.
 
@BESW Love. It.
 
Or a Humvee Balor, which is probably also a Decepticon.
@goodguy5 Reactive actions were awesome for 4e bosses.
My favorite example is a mind flayer who had a cultist that dealt minimal psychic damage to each PC within sight at the beginning of the PC's turn, and the mind flayer could reactively teleport to a square adjacent to anyone who took psychic damage.
So each turn, the mind flayer was in the face of whoever's turn it was.
 
9:39 PM
oh boy that Slow question
makes my head hurt thinking about it. The spell clearly can only affect creatures, but how they perceive time is something I haven't thought about before
getting into theoretical physics and relativity there
 
9:53 PM
I recall some Angband variant have "Time seems to move around you faster" as a message for the player slowing down, and the logical equivalent for when the player was magically hasted
...and another variant which inverted those.
Makes me wonder, if it's confusing either way, can't they just say "You slow down/speed up"?
 
Seems like more evidence that spells which were imported from older editions of D&D had less consideration for the Great Flavor/Mechanics Merge that took place.
Because in 3.5, a line like "The flow of time around you is altered" is just fluff. In 5e, that could actually have mechanical consequences.
 
Also D&D has a long, proud tradition of never using three words where five will sound more flowery.
 
10:11 PM
hurrrgh
 
lol
 
is there anything anywhere in pathfinder that actually states you get an extra attack in a full attack for every off-hand weapon or just lots of pages of forum argument about it (for creatures which have more than two hands)
 
@Carcer Or as they say in D&D, "And lo, @Carcer produced a noise that was at once unintelligible and yet unmistakably reminiscent of frustration."
@Carcer Extra attacks are different in Pathfinder.
Namely because they retain the iterative attack model from 3.5e.
 
I am well aware that pathfinder and 5e are very different things
and I am more familiar with the former, honestly
 
IIRC, two-weapon fighting gives you two attacks (each at a malus to your attack rolls) and then you can get iterative attacks for each of those if your BAB is high enough.
 
10:16 PM
normal twf rules gives you an extra attack with an off-hand weapon when you full attack
you only get iterative attacks on your primary weapon and must invest in the TWF feat tree in order to get iterative attacks with the off-hand
but if a creature's got four hands, does it automatically follow that if it takes a full attack it gets to make a primary attack and three off-hands?
because the rules only talk about fighting with two weapons
 
@Carcer You are off the edge of the map, here there be homebrew.
 
I don't think the existence of the Multi-Weapon Fighting feat would make much sense otherwise.
 
no
well there's the thing
it still makes sense even if you don't
because it qualifies you for improved/etc. twf which would give you extra off-hand iteratives
which you could do with different weapons
but regardless, it is heavily implicit that extra arms = extra off-hand attacks with manufactured weapons, and multiarmed monsters seem to be written that way
I agree that it makes the most sense as far as consistency goes
but I'm wondering if paizo has ever actually explicitly said that's how it works
 
11:05 PM
hey there @nitsua60
 
Related:
30
A: Can I wish for an extra pair of arms (without breaking Wish)?

BESWFirst look up Girallon's Blessing It's a level 3 spell you can find in Savage Species 66 or Spell Compendium 106 (they have major differences, so make sure you look at both of them), and grants multiple extra arms based on caster level and size. It has limits and restrictions, but sets useful pr...

 
11:35 PM
BTW, re the mention of swarm mechanics above, I really like the "weight" mechanic in Fate of Agaptus.
Normal-sized folx have weight 1; extra-big monsters have higher weights; extra-small creatures have 0 weight and only count toward weight when swarming. Swarms have variable weight depending on their size.
If one side of a fight outweighs the other by 2:1 or more, every time the heavier side rolls the dice they can turn one die to +.
If the heavier side outweighs the other by 4:1, they can turn two dice to +.
You can also use weight in social conflicts; a student vs a panel of professors, for example.
(A swarm of protesting students could outweigh a whole academic institution if you get enough of them.)
 
can anyone find that Crawford tweet about whether Two-Weapon Fighting (5e) just requires at least one attack within your Attack action to be made with a light weapon (rather than all your attacks in the Attack action)? just want to make sure I didn't imagine it
 
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