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Post by theevilyeti on Feb 16, 2017 10:27:00 GMT
Ok perfect thanks.
What about on some weapons that say plus 3 or what ever to hit. Do you add that to the hit score? But not the damage
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Post by dmgenisisect on Feb 16, 2017 11:31:29 GMT
I'm not sure what you mean by some weapons get +3....
For to hit add proficiency (if proficient) and ability bonus. On damage just add ability bonus.
If the weapon is enchanted you add the enchantment bonus to hit and to damage.
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Post by theevilyeti on Feb 16, 2017 12:32:17 GMT
Like in the moster stats blocks. They will have a weapon of some sorts , It will say scimater plus 3 to hit bonus?
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Post by friartook on Feb 16, 2017 15:02:01 GMT
Like in the moster stats blocks. They will have a weapon of some sorts , It will say scimater plus 3 to hit bonus? Can you post a direct quote of a piece of text you are referencing here? I think that would help clarify.
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Post by theevilyeti on Feb 16, 2017 15:55:47 GMT
Morningstar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 +2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 +2) piercing damage in melee.
So does that mean it works out for you that ot uses its strength modifier +2 and its prof bonus +2, so when its says morning star + 4 to hit that means just d20 roll + 4. Then you only add skill modifier on damage?
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Post by friartook on Feb 16, 2017 16:09:10 GMT
Morningstar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 +2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 +2) piercing damage in melee. So does that mean it works out for you that ot uses its strength modifier +2 and its prof bonus +2, so when its says morning star + 4 to hit that means just d20 roll + 4. Then you only add skill modifier on damage? Your reading is correct. "+4 to hit" means you add +4 to the 1d20 attack roll. The text "Hit: 11 (2d8+2)" means you may roll 2d8 and add +2 to damage, or use the average number: 11 for damage. The average damage is provided for the purpose of streamlining combat and reducing the number of dice the DM has to roll, but using it is optional. I believe you are correct that the "+2" to damage is based on ability score (Str or Dex), but I cannot confirm without looking at an actual stat block or checking the custom monster creation rules. I would, but I'm at work
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Post by theevilyeti on Feb 16, 2017 16:56:26 GMT
Yeah man i understand. I was just confussed when using a monster to attack, did i add up the bonus's then add that one too. Wondered why i was hitting alot hahah
Ok next is about magic. Its about the components part of casting. If a spell caster has an arcane focus ( wand or crystal ball), Do they still nees the materials to cast it?
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Post by friartook on Feb 16, 2017 18:35:19 GMT
Ok next is about magic. Its about the components part of casting. If a spell caster has an arcane focus ( wand or crystal ball), Do they still nees the materials to cast it? No. That is the point of a spell focus; replaces components for groups who don't want to be bothered by them. That being said, it does not replace the other components (Somatic, Verbal, etc.). So a Wizard under the influence of a Silence spell cannot cast a spell that requires a Verbal component (barring special abilities/feats).
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Post by lasersniper on Feb 16, 2017 19:09:14 GMT
Ok next is about magic. Its about the components part of casting. If a spell caster has an arcane focus ( wand or crystal ball), Do they still nees the materials to cast it? No. That is the point of a spell focus; replaces components for groups who don't want to be bothered by them. That being said, it does not replace the other components (Somatic, Verbal, etc.). So a Wizard under the influence of a Silence spell cannot cast a spell that requires a Verbal component (barring special abilities/feats). If we are going straight off the rules, friartook is correct UNLESS the component has a gp value listed next to it. Chapter 10, Spellcasting & listed under Components, Material (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. However in the end it is up to you how to rule this in your own setting and game. Most of the people I play with disregard components completely because they are just troublesome to keep track of. Unless it is a Macguffin spell/ritual or something like that. I like them however, so in my games, I give small boosts to casters spells who take the time to keep track and track down components for their spells. Things like slightly longer duration or a couple more points of dmg.
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Post by dmgenisisect on Feb 16, 2017 22:40:12 GMT
I do something similar with components. In my setting casters use a arcane component known as arcanium for most of there material component needs. It can even replace gp value components (by expending an amount of arcanium of equivalent value). In this way players who don't want to keep track of indevidual components can just use a focus for the free stuff and a bag of magic powder for the rest. Of course some material components aren't consumed (like the mirror in scrying), these still need to be provided; the arcanium only substitutes for consumed components.
But arcanium's generality means it's not as good as specialised components, so if you take the time to find quality components to use your spell casting your spells are more powerful (and you can have varying degrees of power). My current ruling is if you can provide the material components correctly treated for use in spell casting your spell becomes a +1 version of that spell (which is +1 to DC and +1to any roll in the spell; damage, healing, to hit, etc..., or +1 to a single static bonus; the AC granted by bark skin or shield, etc...), if the spell hasn't got a numerical effect there is no bonus. I also like having a premium version of this which is rare and expensive but offers a +2.
To prevent too much cheesing I require some amount of preparation to get the bonus. You do t just need a handful of oak bark, you need to treat it first, which requires a nature/religion/arcana check of DC 10+Intended spells level. So I can shave some bark for bark skin then purify it with a DC 12 check.
So if I'm casting fireball I can do it with a focus or a negligible amount of arcanium, or a can use some treated bat guano and sulfur to get a +1, or I could use some guano from a firebat that only lives in this one cave on a lay line attuned with the elemental plane of fire, mixed with a pinch of surfer mind in the same region for a +2.
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Post by dmgenisisect on Feb 16, 2017 23:48:31 GMT
Of course all of what I just said is homebrew, lasersniper's post is correct as far as rules as written...
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Post by theevilyeti on Feb 17, 2017 14:38:40 GMT
Yeah ok man thought so thanks. They have and use a focus, but im planning on having it break at times or even stolen maybe. Because i like the materials, i purchased all the spell cards for arcane, druid, bard and warlock and wrote out copies of all the materisla they need to look out for. So now i put em in every now an then to the specific areas they find them selves in
I think that might be all my questions for now hahah thanks so much you guys
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