Dungeons and Dragons Megathread

I preferred that actually. The idea was for them to be utterly beyond the power of normal humans to oppose. The peasants should never be able to swarm under the dragon. The Balor should be able to solo the US military, barring nukes.
Yeah, it's bullshit. DR does this a lot better, since you still can't hurt the big monster with normal weapons used by normal humans, but weapons used by high level characters still work. A near-legendary hero still can beat down the dragon, it doesn't have to go "well, we're fucked since no-one here has a +3 weapon".
 
Yeah, it's bullshit. DR does this a lot better, since you still can't hurt the big monster with normal weapons used by normal humans, but weapons used by high level characters still work. A near-legendary hero still can beat down the dragon, it doesn't have to go "well, we're fucked since no-one here has a +3 weapon".
The idea behind it is that beings that require +3 were completely supernatural in nature. Natural things were irrelevant to them, and they had to be fought on their own "plane" essentially. Modern weapons counted as +1 or +2 due to their greater quality, but even those couldn't harm things that divorced from normal reality.

Additionally, I'd like to point out just how many folkloric monsters required specific weapons to harm.
 
The idea behind it is that beings that require +3 were completely supernatural in nature. Natural things were irrelevant to them, and they had to be fought on their own "plane" essentially. Modern weapons counted as +1 or +2 due to their greater quality, but even those couldn't harm things that divorced from normal reality.

Additionally, I'd like to point out just how many folkloric monsters required specific weapons to harm.
And again, I point out how many mythical heroes went to town on monsters, even supernatural ones, with nothing more than their fists. Heracles strangled the Nemean Lion, an actual divine monster, invulnerable to weapons, with his bare hands. Beowulf did basically the same to Grndel, who was also immune to weapons. An actual high level character should be able to take monsters with nothing more than a club and win.
 
And again, I point out how many mythical heroes went to town on monsters, even supernatural ones, with nothing more than their fists. Heracles strangled the Nemean Lion, an actual divine monster, invulnerable to weapons, with his bare hands. Beowulf did basically the same to Grndel, who was also immune to weapons. An actual high level character should be able to take monsters with nothing more than a club and win.
The trick there - especially with things like DR - is to make sure that if the monster has a way to avoid damage they have fewer hitpoints than other monsters.

Fighting a monster with a ton of hitpoints can feel like the combat is dragging along far longer than it needs to. Fighting a monster with a ton of hitpoints where every time you do damage you know the DM is subtracting an arbitrary amount? That doesn't feel any better. It also gives the players a sense of satisfaction if they have done their homework and sourced the right weapons to fight an enemy.

For example let's take a monster called a whoosit. Now the first time the players fight a whoosit they discover that they just can't really hurt it. They struggle and eventually drive the whoosit off. (Assume it is a recurring villain character.) Over the course of the campaign the players fight whoosits several times. They also manage to learn that whoosits are vulnerable to eucalyptus wood. Or, in a pinch, eucalyptus oil. When the campaign enters the final phase they've sourced eucalyptus oil and are regularly using it on their weapons. The whoosits are now less of a threat. It lets the players feel smart, feel like they have gained power, and lets them "quickly" progress through the final arc of the campaign.

(Which, to be fair, should probably have some form of urgency - defeat the evil whoosit overlord before X happens is a common theme.)

How do you do that last part? Well, without their DR the whoosits have less hitpoints than other monsters. Thus they die faster - and / or fail morale checks and try to get the hell away from the players.
 
At least DR caps at 20, so you can still do damage. It's reduced a bit, but still. In older editions there were monsters flat-out immune to damage unless you weapon was +2, or +3 or whatever.
True. I do like that 3.5 kept the DR in the 5-15 range. Some of the DRs in 3.0 were ridiculously high when you consider that an Abrams tank or a Star Destroyer only has DR 20. I just wish they'd kept the "magic trumps silver and cold iron" aspect from 3.0 so that if you a magic weapon you were covered. Or requiring combos, like "good and silver/cold iron" for fiends. A holy sword should be sufficient. Silver for lycanthropes and cold iron for fae makes sense, but neither particularly makes sense for fiends. It's just there to make PCs spend extra money to fill out the golf bag.


Don't cherrypick, Beowulf was in there too, and he's not a divine anything, merely a great warrior.
Not only did Beowulf kill Grendel and Grendel's mom with sheer badassery, but the dragon that killed Beowulf was killed by a dude with a non-magical sword. And speaking of dragons, in the book version of The Hobbit, Smaug was killed by a normal bow and arrow, and I believe the dragon in Children of Turin was killed by a normal spear as well.

If one embraces the "infinte resistance to mundane damage" concept, then things quickly become absurd. You could ostensibly drop a mountain on it and have no effect. I can't buy into that. Nothing is infinitely durable. This forum is named for that principle that anything can be destroyed with enough kinetic energy: "How many X does it take to kill Y? One, at sufficient velocity."

If it's an urban fantasy campaign, then even monsters should succumb to enough firepower. Remember the Buffy episode with the demon that "no weapon forged could kill"? Buffy replied, "That was then, this is now," and hit it with an AT-4 rocket launcher. In a D20 game, a rocket launcher will usually do about 10d6, so it might not kill high level monsters, but they'll definitely feel it. As it should be.
 
True. I do like that 3.5 kept the DR in the 5-15 range. Some of the DRs in 3.0 were ridiculously high when you consider that an Abrams tank or a Star Destroyer only has DR 20. I just wish they'd kept the "magic trumps silver and cold iron" aspect from 3.0 so that if you a magic weapon you were covered. Or requiring combos, like "good and silver/cold iron" for fiends. A holy sword should be sufficient. Silver for lycanthropes and cold iron for fae makes sense, but neither particularly makes sense for fiends. It's just there to make PCs spend extra money to fill out the golf bag.



Not only did Beowulf kill Grendel and Grendel's mom with sheer badassery, but the dragon that killed Beowulf was killed by a dude with a non-magical sword. And speaking of dragons, in the book version of The Hobbit, Smaug was killed by a normal bow and arrow, and I believe the dragon in Children of Turin was killed by a normal spear as well.

If one embraces the "infinte resistance to mundane damage" concept, then things quickly become absurd. You could ostensibly drop a mountain on it and have no effect. I can't buy into that. Nothing is infinitely durable. This forum is named for that principle that anything can be destroyed with enough kinetic energy: "How many X does it take to kill Y? One, at sufficient velocity."

If it's an urban fantasy campaign, then even monsters should succumb to enough firepower. Remember the Buffy episode with the demon that "no weapon forged could kill"? Buffy replied, "That was then, this is now," and hit it with an AT-4 rocket launcher. In a D20 game, a rocket launcher will usually do about 10d6, so it might not kill high level monsters, but they'll definitely feel it. As it should be.
Yes, and "extraordinary" attacks bypassed the immunities. Early firearms counted as +1, modern ones as +2. Catapults and other siege weapons hurt dragons just fine. The point was that +1 immunity meant "no amount of peasants with sticks are enough", +2 meant "siege engines or magic please" and +3 or 4 meant "this thing is basically a demigod, so either use magic, drop a mountain on it, or nuke it"

Beowulf was basically an early edition barbarian, complete with the distaste for the supernatural, superhuman strength and athletic ability, and ability to harm magic things through sheer badassery (which they actually did get. The shitty ragebeast barbarians were a later thing)

You also seem to forget that the Abrams had DR20/- so it applied to literally everything.
 
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The point was that +1 immunity meant "no amount of peasants with sticks are enough",
Peasants with sticks are unlikely to do more than 5 damage with a hit, pretty much can't do more than 10 damage, and couldn't possibly do more than 15 even on a critical hit, so they would be useless against anything with 3.5E-type DR anyway.

A badass fighter with Power Attack, on the other hand....
 
In a D20 game, a rocket launcher will usually do about 10d6, so it might not kill high level monsters, but they'll definitely feel it. As it should be.
I really don't like that. Modern firearms start at "more lethal than any medieval crossbow" with pistols. Even medieval firearms had far greater capacity to just ignore armor than crossbows, represented in Pathfinder by targeting Touch AC. And they did not explode in the user's hand on a regular basis. The low reliability of early firearms was not shooting reliably. The powder moderately frequently failed to ignite and their accuracy was abysmal. Failures were not damaging to the weapon because there was a century or two of cannons to work out that issue.

Another gripe I have with d20 advanced weapons is the tendency to ignore the existence of ammo types for them. Like, most rocket launchers are shaped charges that apply the majority of their force to the impact point. The RPG 7 uses a hypersonic spike of molten copper for its actual armor piercing, the explosive primarily propels the spike. A more accurate depiction is something like 5d6 Fire or Sonic damage in an area, which reliably kills normal people's 1-3 level range but luck and being anywhere above 3rd level make survival decently possible, then 10-15d6 Peircing to the actual target. Being all Energy damage dosn't make sense when tanks are using DR to model durability.

And, of note, this still has bad odds of downing the higher-level nasties in one hit. They'll be seriously harmed by it, 15-20d6 damage is pretty severe to even a Balor, but it'll not actually kill in one hit. Unless it's a critical hit on a Keen launcher or Improved Critical user, which is a bonus to the matter for me. Because hit location still matters with rocket launchers using anti-armor munitions, what with the hypersonic spike of metal that might well be an Energy damage type from sheer speed.

...No, this is not mundane wanking. I understand the needs of the d20 system well enough to have modern firearms just have an "armor piercing" rule(alongside crossbows, who's sole military purpose was to pierce armor) and deal 2d6(pistol) to 10d6(.50 cal or 8 gauge slug) damage. This doesn't entirely overpower the fantasy settings, where Warlocks are Eldritch Blasting with this kind of damage all day long and Dragons reliably shrug off similar damage, but it accomplishes the point of making mundane modern weapons able to just lolnope regular people and actually be quite useful against the higher end nasties.
 
I really don't like that. Modern firearms start at "more lethal than any medieval crossbow" with pistols. Even medieval firearms had far greater capacity to just ignore armor than crossbows, represented in Pathfinder by targeting Touch AC. And they did not explode in the user's hand on a regular basis. The low reliability of early firearms was not shooting reliably. The powder moderately frequently failed to ignite and their accuracy was abysmal. Failures were not damaging to the weapon because there was a century or two of cannons to work out that issue.

Another gripe I have with d20 advanced weapons is the tendency to ignore the existence of ammo types for them. Like, most rocket launchers are shaped charges that apply the majority of their force to the impact point. The RPG 7 uses a hypersonic spike of molten copper for its actual armor piercing, the explosive primarily propels the spike. A more accurate depiction is something like 5d6 Fire or Sonic damage in an area, which reliably kills normal people's 1-3 level range but luck and being anywhere above 3rd level make survival decently possible, then 10-15d6 Peircing to the actual target. Being all Energy damage dosn't make sense when tanks are using DR to model durability.

And, of note, this still has bad odds of downing the higher-level nasties in one hit. They'll be seriously harmed by it, 15-20d6 damage is pretty severe to even a Balor, but it'll not actually kill in one hit. Unless it's a critical hit on a Keen launcher or Improved Critical user, which is a bonus to the matter for me. Because hit location still matters with rocket launchers using anti-armor munitions, what with the hypersonic spike of metal that might well be an Energy damage type from sheer speed.

...No, this is not mundane wanking. I understand the needs of the d20 system well enough to have modern firearms just have an "armor piercing" rule(alongside crossbows, who's sole military purpose was to pierce armor) and deal 2d6(pistol) to 10d6(.50 cal or 8 gauge slug) damage. This doesn't entirely overpower the fantasy settings, where Warlocks are Eldritch Blasting with this kind of damage all day long and Dragons reliably shrug off similar damage, but it accomplishes the point of making mundane modern weapons able to just lolnope regular people and actually be quite useful against the higher end nasties.
20d6 is the damage for a 1MT nuke just so that you are aware. It just has higher radius than any non-epic spell and allows no save.
 
20d6 is the damage for a 1MT nuke just so that you are aware. It just has higher radius than any non-epic spell and allows no save.
Then whoever wrote that sourcebook is an idiot. A megaton nuke is hotter than the sun. :mad:

EDIT: Just to reinforce that whoever wrote that 20d6 stat was an idiot and it does not appropriately represent damage scaling in D20 systems, anti-ship missiles in Saga Edition did 9d10x5 damage. Anti-aircraft missiles started at 4d10x2 for man-portable units. Good rolls on the move object force power could go up to about 16d6.
 
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Magma is only 700-1300 degrees Celsius. A nuke is millions of degrees. Long past the point at which rock would vaporize, rather than merely melt.
And the nuke does unavoidable, unsavable damage that bypasses all immunities and resistances. I think that they are pretty much saying that if it's got more than 120hp, it can survive a 1mt nuke.
 
d20 modern is a hack system. The fact that damage scales weirldy is just one of the various failures.
 
d20 modern is a hack system. The fact that damage scales weirldy is just one of the various failures.
There's a 2e spell that literally hurls bolts of solar plasma at people, and it deals less than 20d6 at 20th level casting. Besides which, you should probably understand that star level heat is NOT considered to be that big of an obstacle to overcome in d&d. Red dragons literally swim in stars.
 
And the nuke does unavoidable, unsavable damage that bypasses all immunities and resistances. I think that they are pretty much saying that if it's got more than 120hp, it can survive a 1mt nuke.
Again, I reiterate: whoever wrote that sourcebook was an idiot, and the damage scale it implies is contradicted by other, better written sources.

A foot of wood has a 120 hit points, for fuck's sake, and it couldn't withstand even a fraction of the destructive power of a megaton nuclear weapon.


There's a 2e spell that literally hurls bolts of solar plasma at people, and it deals less than 20d6 at 20th level casting.
And it's presumably not enough plasma to carry the energy of a megaton or even a kiloton of TNT. If it were, the heat would create overpressure in the air and create a blast wave that would destroy the caster as well.

20d6 is roughly the damage of an X-wing's laser cannons, and those don't produce mushroom cloud explosions on impact.
 
Again, I reiterate: whoever wrote that sourcebook was an idiot, and the damage scale it implies is contradicted by other, better written sources.

A foot of wood has a 120 hit points, for fuck's sake, and it couldn't withstand even a fraction of the destructive power of a megaton nuclear weapon.



And it's presumably not enough plasma to carry the energy of a megaton or even a kiloton of TNT. If it were, the heat would create overpressure in the air and create a blast wave that would destroy the caster as well.

20d6 is roughly the damage of an X-wing's laser cannons, and those don't produce mushroom cloud explosions on impact.
The starwars d20 had hilariously inflated damage numbers for weapons and absurdly low ones for force powers though. I mean seriously, palpatine was only doing 3d6 damage a round. Compared to a 6d8 for a lightsaber
 
d20 modern is a hack system. The fact that damage scales weirldy is just one of the various failures.
While I agree that D20 Modern is crap, it's not even consistent with other D20 Modern sources. By D20 Modern rules, it only takes 9 pounds of C4 to do 20d6 damage, not 2,200,000,000 pounds.

EDIT: By those rules, a megaton nuke would do 4.4 billion d6... plus 2d6.


The starwars d20 had hilariously inflated damage numbers for weapons and absurdly low ones for force powers though. I mean seriously, palpatine was only doing 3d6 damage a round. Compared to a 6d8 for a lightsaber
I'm talking about Saga Edition, not the earlier, crap editions.

And even in those earlier editions, lightsabers started at 2d8, and only went up to 6d8 if you were a high-level Jedi who got a bunch of bonus dice.
 
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Red dragons literally swim in stars.
Fire Immunity means Immunity, there, and the harm of stars really is mostly heat, when you ignore radiation. Which probably falls under a special form of Electricity damage, because it's the ionizing that's the problem. Which means a Red/Blue Dragon would probably be utterly safe from everything nasty about stars.

Personally, I think high explosives should be largely Sonic damage because it's the shockwave dealing damage, not the heat. Seriously, it's like these supposedly nerdy people never actually looked into how things cause damage. The fireball of an explosive is a side effect, not the means of damage. Unless it's a thermoberic bomb, in which case it's still mostly the shockwave dealing damage, and the fire mostly removes breathable air rather than actually burning.

And I'm going by how heavy crossbows, presumably a counterpart to the steel-limbed ones Knights used, deal 2d6 damage. Most modern pistols have similar immediate lethality to those. The point of me wanting to add an armor piercing quality to them is so that damage numbers don't have to inflate absurdly to make anti-armor weapons, like .50 cal rifles, which can be used as anti-tank weapons with the right cartridge, and 8 gauge slugs, which are best described by being 2 ounce spheres of lead to the 1 1/3 of 12 gauge for a spherical slug. Mind, this is because the literal definition of gauge is "number of shots able to be made from a pound of lead." The .25 gauge punt guns took four pounds of lead for a full bore slug, while the AA monstrosities took a little over 6.2 kilograms of lead for a full bore spherical slug.

There's actually a formula for gauge, because of the definition being able to be mapped to math. Essentially, the true gauge of a shotgun is the denominator of the fraction of a pound of the sphere of lead that fills the barrel. Because shotguns are optimized for packed shot, this is rarely truly applicable due to non-cylindrical barrels and measuring them by how much of the standard shots they fire per shell.

Also, didn't I start with complaining about d20 firearms being hilariously underpowered? If medieval siege weapons provide sufficient force to bypass +2 magic bonus equivalence, then a .50 cal rifle ought to do the same. The rifle bullet has considerably more force at the impact point, thanks to being, well, pointy. Although an argument for inertia could be made, that just justifies .50 cal as +2 instead of +3. A modern tank shot would thus be +3, if we go by stages of escalation, while a low-kilotons nuke would, indeed, be +4. Shaped charge nukes, as well as anything in the triple digit kilotons, would have to be +5 because this is literally "put a hole through a mountain" kinds of force concentration. Very similar to hitting things with mountains, really.

By D20 Modern rules, it only takes 9 pounds of C4 to do 20d6 damage, not 2,000,000 pounds.

A megaton nuke has the equivalent blast of 2,000,000,000 pounds of TNT, by exact definition. C4 is considerably more powerful, but not a full three or four orders of magnitude. Although this situation with silly damage numbers likely comes from d20 not having any decent examples of blast energy falloff to cover how explosives really act, so damage "has" to be the same for the whole area.
 
Fire Immunity means Immunity, there, and the harm of stars really is mostly heat, when you ignore radiation. Which probably falls under a special form of Electricity damage, because it's the ionizing that's the problem. Which means a Red/Blue Dragon would probably be utterly safe from everything nasty about stars.

Personally, I think high explosives should be largely Sonic damage because it's the shockwave dealing damage, not the heat. Seriously, it's like these supposedly nerdy people never actually looked into how things cause damage. The fireball of an explosive is a side effect, not the means of damage. Unless it's a thermoberic bomb, in which case it's still mostly the shockwave dealing damage, and the fire mostly removes breathable air rather than actually burning.

And I'm going by how heavy crossbows, presumably a counterpart to the steel-limbed ones Knights used, deal 2d6 damage. Most modern pistols have similar immediate lethality to those. The point of me wanting to add an armor piercing quality to them is so that damage numbers don't have to inflate absurdly to make anti-armor weapons, like .50 cal rifles, which can be used as anti-tank weapons with the right cartridge, and 8 gauge slugs, which are best described by being 2 ounce spheres of lead to the 1 1/3 of 12 gauge for a spherical slug. Mind, this is because the literal definition of gauge is "number of shots able to be made from a pound of lead." The .25 gauge punt guns took four pounds of lead for a full bore slug, while the AA monstrosities took a little over 6.2 kilograms of lead for a full bore spherical slug.

There's actually a formula for gauge, because of the definition being able to be mapped to math. Essentially, the true gauge of a shotgun is the denominator of the fraction of a pound of the sphere of lead that fills the barrel. Because shotguns are optimized for packed shot, this is rarely truly applicable due to non-cylindrical barrels and measuring them by how much of the standard shots they fire per shell.

Also, didn't I start with complaining about d20 firearms being hilariously underpowered? If medieval siege weapons provide sufficient force to bypass +2 magic bonus equivalence, then a .50 cal rifle ought to do the same. The rifle bullet has considerably more force at the impact point, thanks to being, well, pointy. Although an argument for inertia could be made, that just justifies .50 cal as +2 instead of +3. A modern tank shot would thus be +3, if we go by stages of escalation, while a low-kilotons nuke would, indeed, be +4. Shaped charge nukes, as well as anything in the triple digit kilotons, would have to be +5 because this is literally "put a hole through a mountain" kinds of force concentration. Very similar to hitting things with mountains, really.



A megaton nuke has the equivalent blast of 2,000,000,000 pounds of TNT, by exact definition. C4 is considerably more powerful, but not a full three or four orders of magnitude. Although this situation with silly damage numbers likely comes from d20 not having any decent examples of blast energy falloff to cover how explosives really act, so damage "has" to be the same for the whole area.
Modern firearms DO count as +2s for bypassing, at least back in 2e. Tank weapons and nukes are treated more like spells than weapons, so you'd need immunity to fire and to piercing for a tank shell. Nothing gets to reduce damage from nukes. Basically, a clay golem in 2e would shrug off the tank shell, but that's because all the shrapnel just rips holes that reseal, the initial shell passes right through, and the heat is irrelevant.
 
A megaton nuke has the equivalent blast of 2,000,000,000 pounds of TNT, by exact definition.
I'd already edited that typo where I put millions instead of billions. Although by definition, they use metric tons, which are 1,000 kg (about 2,200 pounds). And C4 is 1.456 times as powerful as an equivalent weight of TNT (91% RDX, which has an RE factor of 1.6), but I decided to handwave that for the sake of keeping the math quick and simple. Point is, it's off by about eight orders of magnitude, so whoever thought a nuke should do 20d6 was an idiot.

If we use Saga Edition's logarithmic damage system (double damage = +1 die) instead, then we get slightly different numbers, but still many orders of magnitude off.


nd I'm going by how heavy crossbows, presumably a counterpart to the steel-limbed ones Knights used, deal 2d6 damage.
I think the heavy crossbow is 1d10. And yes, it had good penetration against medieval armor. But firearms are on a whole other level in that regard. Medieval armor is entirely useless against even a moderate handgun round, except maybe a hollow-point.

Early firearms were what made full plate armor obsolete, after all.


Also, didn't I start with complaining about d20 firearms being hilariously underpowered?
The base D20 system, being made specifically for D&D, was pretty shit at handling guns. It's one of the reasons I consider D20 Modern unplayable. Star Wars Saga Edition solved this to a degree by letting people add level bonuses to damage and having feats to do extra dice of damage due to careful aim or double-tapping or burst-firing, which let guns (and weapons in general) do enough damage to stay relevant.


The point of me wanting to add an armor piercing quality to them is so that damage numbers don't have to inflate absurdly to make anti-armor weapons
Agreed. Other RPGs like Shadowrun have an armor-penetration stat for weapons for that exact reason. (Some antivehicle weapons in Saga Edition ignored 10 points of DR due to a similar line of thinking. Others had x2 damage multipliers, but took penalties against human-sized targets so people wouldn't abuse them against non-vehicle targets.)

One of these days I should post a link to the D20 Action homebrew system I've been working on. It includes an AP value for weapons to decide what kind of armor and/or DR they can ignore based on what thickness of RHA they can penetrate in real life, for people who are into that sort of thing.
 
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