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Post by theevilyeti on Feb 11, 2017 20:24:56 GMT
Perfect thanks alot. Especaily about the leaving and resting, really helps alot!
Ok next question If a creature has an action like a spell, and it is much better than his other action (attacks or other actions). Can you just spam the more powerful action every turn?
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Post by dmgenisisect on Feb 11, 2017 21:47:42 GMT
That depends, if the power is an at will then you can use it every turn. But some powers will specify1/day, etc.
Often you just spam the same ability over and over again and describe it with flavour.
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Post by theevilyeti on Feb 13, 2017 13:16:23 GMT
So unless it says use once per day, i can use it everty round ok!
Next question.
Do you add prof bonus and strength modifer (dex for ranged) to BOTH to hit and damage?
What about spell damage?
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Post by dmgenisisect on Feb 13, 2017 20:47:57 GMT
You add proficiency +modifier to hit with melee/range/spell
You add just modifier to damage melee/ranged
You don't add anything to spell damage unless the spell says to/ you have a power that lets you.
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Post by dmgenisisect on Feb 13, 2017 20:50:14 GMT
Magic weapons grant their bonus to hitting and to damage.
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Post by theevilyeti on Feb 14, 2017 18:22:17 GMT
Ok so prof and mod for to hit, but only modifier for damage?!
I get hit die for resting. When somone levels up they get 1 dit die plus mod bonus yeah? Each time they level its just 1 hit dice?
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Post by friartook on Feb 14, 2017 18:26:36 GMT
I get hit die for resting. When somone levels up they get 1 dit die plus mod bonus yeah? Each time they level its just 1 hit dice? 1 hit die plus Con modifier per level. I allow my players to take the max of their hit die at level 1 (for example: if they have 1d8 hit dice and a Con mod of +2, they start with 10 HP) but require them to roll for each additional level.
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Post by dmgenisisect on Feb 14, 2017 20:44:35 GMT
Where as I allow my players to take the average progression, (the single number in brackets) instead of having to roll.
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Post by joatmoniac on Feb 14, 2017 20:59:33 GMT
Where as I allow my players to take the average progression, (the single number in brackets) instead of having to roll. Which I believe is how you build an Adventurers League character. Or at least I know that is how it is in Pathfinder Society play. Which can be great as that forces everyone to the average health of the class, and in theory closer to the intended health by the designers. Rolling is awesome though because of the suspense, but there can be quite the let down of rolling low. I house rule that 1s get to reroll for health and healing just because I'm a nice guy who likes throwing big problems at my players, haha. The down side of rolling is also the extremes where you could have two people of the same class ending up with one having 2 or 3 times as much health as the other, haha. Also, this has been an awesome thread full of even more awesome forum users helping someone out. We are rolling a nat 20 on this forum community!
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drdoost
Squire
Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Feb 14, 2017 22:06:35 GMT
This is currently the problem in my game. My paladin player has never rolled more than the average on his health roll when leveling. He sees himself as the "tank" of the group, but I have a barbarian with twice his hit points and usually send the monsters after him first haha. (Edit: Apparently I can't quote people? I dunno haha)
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Post by theevilyeti on Feb 15, 2017 9:16:26 GMT
Ok perfect yep thats what i thought.
Getting there now, can somone explain how to add youre ac in total.? Do you use prof mod? Dex on both heavy an lights?
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Post by dmgenisisect on Feb 15, 2017 9:41:54 GMT
The best way to go is just go to the armour table, it's pretty unambiguous. I don't think there is any time you would add proficiency (the only thing that could would be weird obscure powers which I can't recall of the top of my head).
So if the entry says 11+Dex mod, just do that, if it says 14+Dex mod (maximum +2) just do that. If it says 17, their AC is 17.
Some stuff adds on top of that, like enchantment bonuses, using a shield, abilities and so on.
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Post by theevilyeti on Feb 15, 2017 10:07:50 GMT
So you dont add proficiency bonus to armor class? If you are profient in heavy armor you dont get dissadvantage on rolls is that right? But always disadvantage on stealth checks?
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Post by dmgenisisect on Feb 15, 2017 10:33:46 GMT
That looks right, taken right out of the SRD:
"If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."
And
"If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks."
This applies to all heavy armour but some medium armour too (like scale mail and half plate).
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Post by dmgenisisect on Feb 15, 2017 10:45:23 GMT
Also note, unlike previous editions so long as you are proficient in the armour it doesn't interfere with spell casting (arcane or divine)!
Hurray for mountain Dwarf Wizards in Half plate!
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