Extra dice on weapon enchantments, smites or sneak attacks etc are normally understood RAW to be doubled too - but it's an area of the game very prone to houseruling.
In 4e, it's normal for epic-tier (level 20-30) to have 40 or so in to-hit and defenses, and deal something like 2d10 + 10 damage while hit points are in the hundreds at that point. But MM3 math alleviates this somewhat
I'm not sure whether it's fixed completely but way better at least.
2d6 seems more superior than 1d12. Why someone would use Greataxe over Greatsword? It has slightly more consistent damage (minimum 2), and Fighter can reroll both damage if they use Great Weapon Fighting style
@kviiri There was an alternative fan-made "1st level forever damage" table. Which preserved the damage to hp ratio of the first level combat. It was brutal. We used it for most of epic.
It's also somewhat weird how in 4e, you might have something named like "Mook" that is a normal level 8 monster and then "Super Mook" which is a level 14 minion.
It made the PCs feel so awesome because a minion was still hard to hit, and could deal reasonable damage, it wasn't just a mobile obstacle like in 3.5 where you had to use a lower level monster to fill that role in the fight.
5e has (in addition to having superior art) two main advantages: simpler rules and better scaling. 4e has a bit of bloat on the rules side but the power system is to the system's credit
A lot of things that 4e does badly aren't any better in 5e - eg. solo monsters.
Writing a blog about a single system certainly had its benefits. I don't think I have much of a recurring audience nowadays, just people who randomly stumble upon links.
(Irregular update schedule doesn't help either, of course)
I'm DM'ing 5e for some new players at the moment. Session 0 will be their first time making characters. Can anyone suggest where I could find some very high level messaging that will quickly and simply help them understand what differentiates the various classes? I mean I can blabber about it myself - I'm just wondering if there're some great one sentance summaries out there (as opposed to half hour videos) that I can send them ahead of time to get them thinking?
Apocalypse World has a summary of all classes, with a couple of sentences of fluff followed by a couple of sentences of "how it'll play out in practice". Including warnings about what might not work.
@kviiri I was going to suggest that there'll always be reasons not to do whatever project you have in mind. But I suspect you know this. So, let me know if/when you do start this blog.
Unfortunately they are a little uneven w/r/t what they actually tell you. Druid and Barbarian both mention a specific class feature (shapechange and raging, respectively) but the Bard one is just fluff.
So for Fighters we'd have something like: <fluff about fighters> followed by "Fighters are tough defenders who usually face danger wearing the heaviest armor and weapons. While their peak destructive power is not on par with a fireball-hurling mage, they have endurance and durability that helps themselves and others stay effective through an adventuring day. WARNING: Fighters have a relatively simple role in combat compared to the more nuanced spellcasters."
I think the warning part about how different classes play out and what might go wrong can pre-emptively abort a lot of trouble.
@kviiri Thanks - I may prepare something like that myself. I want to give enough information to help them make an informed choice but not so much as to overwhelm.
@Tiggerous That can be difficult, for sure. The important thing is not to rush it and not to oversell :)
For someone who comes from DnD-inspired games like NetHack or the more modern MMORPGs it can also be difficult to understand the actual differences between the classes.
Sorcerer, Warlock and Wizard, for example, are practically synonyms outside gaming and their differences, if any, vary between games. And if you get the difference in power source across, that's still just a start to describe how different these three play out...
Harry's a wizard because the books define 'wizard' as the thing Harry is.
It sounds like you're using some definitions for "wizard" and "warlock" from outside the Harry Potter franchise. This is a non-starter for two reasons. First, historic terms for magic users have extremely vague definitions...
Seriously though I learned not to poke my nose into the HP section of that site long before I gave the whole thing up as more trouble than it's worth. Literal and uncritical readings abound.
The amount of pushback I got on the idea that Harry is an unreliable narrator being fed a very specific form of propaganda about the new world he's in, and that all our understanding of the setting has to be filtered through that lens.
If I'm ever to become a fantasy writer, I'd like to do like Tolkien and have my characters theorize on pretty much everything regarding their own world's mythos and watch the world burn as the fans debate which of the many conflicting "author explanations" (actually just educated guesses by the characters) is correct.
Then again, it wouldn't be too unrealistic that, if done well, the fans would indeed recognize them as guesses and apply the wisdom of interpreting things less literally to their daily lives.
I guess, applying only dnd criteria, wizards (and witches) in Harry Potter are sort of wild magic sorcerors that go to school and multi-class to wizard.
I think fandom needs to get over its obession with assuming there's a whole herd of okapi attached to every okapi butt.
Wild Mass Guessing is a fine hobby, but in extremis it's not a healthy environment for media consumption.
And it feeds some assumptions about the nature of creativity and the role of the creator which can cause very real problems for creative industries, make creators unsafe, and discourage people from becoming creators.
Taking Tolkien as a template for speculative fiction is bad for a lot of reasons, but normalizing his brand of unnecessarily deep worldbuilding is probably one of the nastier tricks pop culture has played on speculative writers in the last century.
@Tiggerous Yea, it doesn't translate neatly at all. Basically magic is driven to great extents by innate power and emotion, but you still have to understand the theory of it all to use it right.
In a similar vein we could pin Gandalf to a dozen DnD classes, but there's little point in that apart from getting a bit of laughs at the expense of the rigidity of the class system
I once asked worldbuilding.se how I could reign in my worldbuilding to keep it simple and only focus on the stuff I'd need, and there was genuine widespread confusion about why I'd want to do that.
I'm increasingly happy with games where we start with only the broadest of strokes --even with players characters!-- and slowly add to the setting and story through play.
....I really want to make a Dead Djinn adventure for Cthulhu Confidential.
@BESW Yeah I mean that's what is great about DW, in my mind. It really drives you towards lean worldbuilding, which seems to increase the sense of discovery when you handle it right.
And any system that hands the players the keys to choices that are "traditionally" the GM's sole domain, gets my ears perked. Lady Blackbird and InSpectres are good examples of having the GM throw the ball back to the players and asking them what's going on.
Great Britain has a memetic status as the promised land of rain, so we had naturally mentally prepared for a rainy trip. Indeed, I'd say I wouldn't have enjoyed it as much if it had been sunny all the time.
@nitsua60 and lo did the kingdom of rpg develop Jeff as a title, much to the confusion of archeologists who would later have to sort out Jeff from Jeffs from people merely titled Jeff
@BESW To be fair, I never quite related to the popular idea of how quiet people here are, but I also have relatively little experience with other European forms of small-talk...
I've also seen the sequel where the POTUS (Samuel L. Jackson) crash-lands in the Finnish wilderness and is being hunted by terrorists. (and there's mountains, which makes it feel more like Norway)
@Tiggerous It really doesn't actually rain very much in the UK compared to my I used to live in Brisbane, Australia, which is in a subtropical region. It has both a temperate seasonal cycle (cold season to warm season) and a tropical weather cycle (dry season to wet season), and it rained somewhat less in Brisbane, but when it did rain there was a ton more water.
Comedy has been traditionally either black, crazy, or something in between. Except when it's a children's movie, they're usually much better in the spectrum of humor used.
My experience of the UK is that every few days there will be a very light drizzle that is so little I'm entirely comfortable walking through it for ten or so minutes. My experience of Brisbane is that we'd have a dry season, but during the rainy season it could rain half the days, it would pour for half or all the day, and the amount of water would be similar to standing under your shower in the morning (which is not something anyone wants to wlak through).
@BESW In Brisbane I had some handle on that, but in general I find the weather doesn't make empty threats: if it's a day with dark clouds out, there will probably be rain, and it is not a good idea to make any plans vis a vis the beach that don't involve “and then we'll run to shelter and do XYZ instead” as part of the plan.
Lazy warlord builds (focused on giving away all their actions so they never do anything themselves, just order folks around) are very fun and SUPER powerful if you've got a party that has effective basic attacks.
> If you damage a cursed enemy, you deal 1d6 per tier extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
It's a bit of a pain to keep track of.
What I was remembering is that a warlord's granted attack can give you another shot at your curse damage if you missed with your attacks on your own turn.
ie, a warlock is a better choice for a granted attack if they missed on their turn. If they've already dealt their curse damage, maybe another character is a better choice.
@BESW Ooh. Ok, so, I had that misunderstood. So if I do an AOE and hit 3 cursed enemies, I just deal normal damage, then pick one, and can choose to deal +1d6 to that guy.
That's important for me because if I pre-roll each curse result as I hit 3 cursed enemies, then that's going to influence my decision-making. That's not too far from rolling curse damage, choose the best of 3.
But I said "At my table, you roll separate d4s for each missile" Then he tried to be like "Oh well, JeReMy CrAwFoRd SaId...." to which my response was idgaf
@nitsua60 it was "idgaf. rolling one die is absurd and makes the spell swing too much. 25% chance to do max damage. no thank you. Also, Crawford and I don't always agree about how to affect table flow"
Like I said, I wasn't the DM, so I had no power to enforce my disapproval. It doesn't help that I think the player in question is kind of a weasely butthole
I feel like he's really close to being a combination of My Guy and That Guy. Either by circumstance, or choice, he's staying just to the "left" of the line.
Since the question states most effective way to deal max damage, I inferred that expected damage, which includes hit chance, critical hit chance, and saving throws, is the best metric (I have another answer for assuming perfect rolls, but that would be another question), so...
Expected damage is...
@MikeQ For the same reason that short stories did so well as films. (Some of the best noir films were from short stories or novellas, and IIRC Elmore Leonard's short stories and novellas were successful as films.
> Bigby's Useless Spells. When using Lore to create advantages by casting spells, you can choose to get +4 on the roll. If you succeed when using this stunt, the resulting aspect has no free invokes.
@nitsua60 I think I linked someone to an answer of yours that I liked that was related to a question. That might explain a few of those votes.
@SPavel Our wizard in my tier 3 game has uses Bigbly's spells for a variety of things that were not useless, to include grappling and shoving a variety of enemies.
A more likely explanation is that Gary Gygax, when playing little league baseball, was the left fielder on a team with a catcher whose last name was Bigby.
> Otiluke's Memetic Transformation. You get +2 when casting spells whose effect is a reference to something that made at least one player laugh earlier in the same session.
> Otiluke's Outworn Welcome. If an attacking enemy uses a stunt that they've already used during this scene, you can defend with Lore instead of the usual skill. You get +1 to the roll each time you re-use this stunt in a scene.
@SirCinnamon Hmm, Sulevi is a name in Finnish at least but I don't know its etymology. I think it's Finno-Ugric though (as opposed to being a Germanic/Slavic/Hebrew loan)
@SirCinnamon The first cat known to have been given a name was called "Sweet" or "Pleasant." (Ancient Egypt, of course. Most cats of that period were just called "Cat," which was probably pronounced "Mau.")
@kviiri He specifically mention that he is preparing some D&D sessions. Also notice that - to be fair- one of the answer already mention some game-related mechanics (taking away exp-based rewards and so on)
@BESW I just discovered the game and looked through the tag. It looks interesting and I am thinking about talking with my usual group about giving it a try. What's your experience with the game? Were there some pitfalls when playing it? (BTW: I already have my Electorate badge.)
It was difficult to play without having everyone in the room (at least one player was joining online).
It expects you to have a lot of different-colored physical dice and move them around.
The setting's a bit... weird. I ignored it and used the system to represent a surreal horror session in an otherwise pulp-adventure campaign (most of the campaign used Atomic Robo).
@BESW We would all be at the same table (some of us don't really like online, though we might have to give it a few more tries in the future due to difficulties with scheduling). The amount of similarly coloured dice is something I am still thinking about. I have a few sets of dice, but each set looks different. I am not sure about the setting, but I thought about giving it a try because it's what the games assumes.
DRYH was a little too complex for my tastes; the strategy was important for the tension, but I think it had a few too many moving parts for the level of immersion it was trying for.
In which insomnia grants reality-breaking superpowers, but the more you use them the more likely you are to fall asleep... and then the things will get you.
But if you stay awake too long, your powers will take over and you become a nightmare.
The best part of the system, I think, is the narrative concept behind the powers.
You pick something pretty simple like "summoning knives" or "hailing a cab," and as your power increases you can do more and more ridiculous things with that concept.
By having players come up with their own skills on the fly, it opens up a massive space for creativity at any level. I've mentioned the guy whose PC couldn't do things, right?