Dungeons and Dragons Megathread

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.



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.



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.



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.
Speaking of shadowrun, 2e had firearms use the "exploding dice" thing that happens with edge in Shadowrun. So any die that roll max was added and then rerolled, without limit.
 
Speaking of shadowrun, 2e had firearms use the "exploding dice" thing that happens with edge in Shadowrun. So any die that roll max was added and then rerolled, without limit.
Older editions of Shadowrun had that as the norm. It was the only way to hit Target Numbers of 7 or higher when you were rolling D6s.

Shadowrun, like many RPGs (White Wolf games, Savage Worlds and FATE, off the top of my head) would increase your damage based on how good your attack roll was, to allow for the "I can kill shit because I'm a badass" factor.
 
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.
Ah, good to see it done properly. Although with billions of d6 in damage, you're better off giving a flat number in scientific notation.

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.
Hmm... Going by this, you can neatly model damage falloff as losing two dice each time distance from detonation point doubles. Or have a less-mathy approximation of it by having it lose one damage die every so many feet, which accomplishes the reality after the first two or three range "brackets."

In the particular case of nuclear weapons, their energy yield actually doesn't quite follow this pattern due to some rather exotic effects involving radiation absorption and heat conduction at those scales. Towards the center, it's far worse than the normal blast falloffs. Even with normal blast falloffs, the fireball's heating damage messes with the neat geometric falloff by having an area of thermal damage that falls off differently from

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.
...Huh, I was under the impression that the Repeating Crossbows were lower damage than the regular ones, and recalled the Repeating Heavy as 1d10... Fucking Exotic Weapons being shitty for their cost.

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.
See, the reason why stuff like that is largely absent is because precise attacks are usually modeled by Critical Hits in d20 systems. When they aren't, it's a class feature like Sneak Attack. It's basically never a thing you can just get. Of course, if you have a Called Shot system where you take penalties for added effects or improved damage, then you can just make Critical Hits into post-facto Called Shots, letting you decide that you actually aimed for a major artery with that attack for a -4 to the roll... After you've already gotten a roll 6 higher than needed. Makes criticals into something a little less exciting because they offer nothing unique, but also less... boring. And more able to have builds around it because they get attached to a system that can have builds optimized for it.

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.
One of my ideas for making D&D considerably less all or nothing is using a homebrew that intends to models the average of casting spells numerous times. Up to sixty times per round, in fact. The gist of it is that the save DC is actually fixed, but passing the save halves the damage, thenreduces the damage by one more die per point the save passes by.

Translating this to Martial weapons, you get -2 to -4 damage for each point the attack roll fails by, with a total miss if Touch AC is not passed. This automatically makes high damage weapons into armor-piercing, as they have the damage for something to get through on a too-low attack roll. It also means that Strength can do nothing for attack rolls and instead gives +3 to +5 damage per point, causing under-rolled attacks to deal damage as if the attack roll was larger and making damage go up significantly faster. A neat -2 per point of failure and +2 per point of Strength would make it entirely even. And this removes the silliness of super-strong berzerkers(complete bullshit strength, like a +15 modifier) with 8 Dexterity managing to hit someone with 5 more Touch AC than they have BAB on top of having +5 Full Plate every single time because of Strength increasing Attack rolls. Sure, Dex becomes more of a god stat, but it also means that only Touch AC prevents actually being hit.
 
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.



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.



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.



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.
I'll note that 2e had firearms ignore the portion of the target's AC that came from physical armor or shields. So they were essentially what would later be called touch attacks.
 
That comment wasn't 5e specific. It was meant more as a general 2e is best e thing.
"The apparent theme of 5e is "forever level one" is in fact, 5e specific.

You dropped a one liner bashing 5e, he issued a riposte using your one liner's structure to bash 2e. You elaborated on the riposte, trying to elucidate why that isn't a flaw in your eyes, while not understanding that his intent was to point out that you're throwing stones from the porch of your glass house. Therefore his follow up message is a 'Just stop bashing 5e.' so as to be clear. The conversation thread is easily understandable to me.

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 best hack for handling small arms in d20 I've seen is to make them ranged touch attacks that do an ordinary weapon range (d4 to 2d6) but do direct Con damage. This is means that everyone goes down in a few shots, though most weapons will take at least two without a crit. They're are utterly useless against things without a Con score, like incorporeal undead. DR still applies though, so things that have 5-10 DR can wade through gunfire while taking only minor damage, while ancient dragons will shrug off small arms entirely and require heavier ordnance to put down. You can also put greater or lesser amounts of DR piercing effects on weapons and ammo, so it's not all or nothing like DR10/silver, but you have AP ammo do it goes down to DR8 and you get a partial benefit, not the full benefit of having the weakness material.
 
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Other than Mage's Disjunction, is there a way to make a caster lose access to magic?

My players in the Second Darkness campaign want to decompress the time line of events a little, so I want to find a good reason for the "big bad", to use that term, to not harry them for a while. Having him lose magic and have to do rituals and such to get his casting back seems like a good way to eat up time and not feel like he just spontaneously quit harrying them.

But I can't think of any ways to make it happen that aren't out of the blue.
 
Other than Mage's Disjunction, is there a way to make a caster lose access to magic?

My players in the Second Darkness campaign want to decompress the time line of events a little, so I want to find a good reason for the "big bad", to use that term, to not harry them for a while. Having him lose magic and have to do rituals and such to get his casting back seems like a good way to eat up time and not feel like he just spontaneously quit harrying them.

But I can't think of any ways to make it happen that aren't out of the blue.
What kind of caster are you dealing with? A traditional Wizard or Sorcerer can't heal themselves. A serious injury can prevent them from casting spells properly until they can find / beg / bribe / steal the magic they need to fix things.

For example anything with somatic components requires specific, convoluted gestures with the hands. Someone breaking their hands means they can't make those gestures. (Or a broken jaw for verbal components.)

Alternatively you can introduce the concept of a second "big bad" - someone who is going to conflict with the first "big bad." Those two characters can fight it out mostly off screen so long as you include some news here and there. For bonus points you can have the updates work as a driving force on the players. They will eventually have to get back in the fight because someone is going to win - and then they're going to go looking for potential obstacles like those pesky adventurers.
 
Other than Mage's Disjunction, is there a way to make a caster lose access to magic?

My players in the Second Darkness campaign want to decompress the time line of events a little, so I want to find a good reason for the "big bad", to use that term, to not harry them for a while. Having him lose magic and have to do rituals and such to get his casting back seems like a good way to eat up time and not feel like he just spontaneously quit harrying them.

But I can't think of any ways to make it happen that aren't out of the blue.
If you don't want to go the 'second big bad' route - which is a good route, I like that idea - you could have a 'big good', like an old retired hero or something, come at the big bad and die attacking them, but accomplish disrupting their spellcasting ability - whether by physical damage for a Wizard or Sorcerer, assuming they don't have minions that could heal them, or by breaking out some old magical item they have, or something.

A reason the players have never heard of this old hero (if you go that option for the big good) could be because everyone thought they were already dead.
 
(Pathfinder)

Hey, I've got a weird question. I saw someone recently, can't remember where, might have even been here, talking about magic item crafting costs in Pathfinder. They said that they could get crafting costs down to 33% of base cost, which seems like a massive savings, when I can only see how to get it down to 47.5%, by taking one of the '5% crafting cost reduction' Traits. There are a few of those, but afaik they don't stack as they're all Magic Traits and you can only have one of those, right? So how is that person getting down to 33% cost, is there a Feat chain I'm unaware of, or something?
 
Well, using homemade magic items you can slash the price by like 30% by making it only usable my specific alignments IIRC, but I don't know how to just decrease generic crafting.
 
A reason the players have never heard of this old hero (if you go that option for the big good) could be because everyone thought they were already dead.
Bonus: They could actually have been dead, but raised as an intelligent Undead and went to town on the ones who raised them, going back down from Heroing at the guy at the top of the chain of command for the group responsible. Level drain could also be used as part of the explanation: They need to get back the very peak of their power for the Evil Plan.
 
Other than Mage's Disjunction, is there a way to make a caster lose access to magic?

My players in the Second Darkness campaign want to decompress the time line of events a little, so I want to find a good reason for the "big bad", to use that term, to not harry them for a while. Having him lose magic and have to do rituals and such to get his casting back seems like a good way to eat up time and not feel like he just spontaneously quit harrying them.

But I can't think of any ways to make it happen that aren't out of the blue.
Back in the old days, fucking up some of the forms of ritual magic that existed back then (Elven High Magic in particular) could do that. As could backlash from spells interacting badly with magical locations. There was an incorporeal monster that could temporarily drain wizards and permanently drain items called a Balhiir. Killing them was a process that could burn out wizards long term or even permanently. (Could also wind up giving them Spellfire either instead of or in addition to the casting loss)
 
(Pathfinder)
For a Dwarven Fighter who doesn't benefit from the movement increases, is getting all four levels of Armour Training worth it for the three lower ACP and three higher potential AC, or should I be aggressively sacrificing Armour Trainings past the first for Advanced Armour Training options?
 
See, the reason why stuff like that is largely absent is because precise attacks are usually modeled by Critical Hits in d20 systems. When they aren't, it's a class feature like Sneak Attack. It's basically never a thing you can just get. Of course, if you have a Called Shot system where you take penalties for added effects or improved damage, then you can just make Critical Hits into post-facto Called Shots, letting you decide that you actually aimed for a major artery with that attack for a -4 to the roll... After you've already gotten a roll 6 higher than needed. Makes criticals into something a little less exciting because they offer nothing unique, but also less... boring. And more able to have builds around it because they get attached to a system that can have builds optimized for it.
Like with Power Attack/Deadly Aim in 3.X/PF, you have to declare that you're using the feat and taking the penalty before you roll, not after you already know that you rolled high.

(Not sure if you realize that this concept isn't from a home brew, but from a game released by Wizards of the Coast in 2007, Star Wars Saga Edition.)

The idea is for your character to be able to deal more damage based on his combat skill, rather than only ever getting damage increases from magical weapons and strength bonuses, so that your badass gunslinger isn't unable to bring down a mook because his damage maxes out at 2d6+3.

Critical hits in Saga Edition doubled your total damage, including the bonus dice from the feats and the level-based bonus, so scoring one was still a big deal when it happened. (They were also much rarer due to smaller crit threat ranges.)


Sure, Dex becomes more of a god stat, but it also means that only Touch AC prevents actually being hit.
Honestly, I'd like to see D20 finally give up the "Armor as Defense" nonsense. Nearly every other RPG uses armor to soak damage, and bases how hard you are to hit on your speed and skill.

I'll note that 2e had firearms ignore the portion of the target's AC that came from physical armor or shields. So they were essentially what would later be called touch attacks.
Firearms are also touch attacks in Pathfinder, at least at close range, which can be problematic for balance considering how most D&D monsters have low Touch AC and a shitload of natural armor.

The best hack for handling small arms in d20 I've seen is to make them ranged touch attacks that do an ordinary weapon range (d4 to 2d6) but do direct Con damage.
Seems like a pain in the ass to keep track of ability score damage. I'd rather let hit points do their job, but make damage more based on the badassery of your fighting prowess instead of how much you spend on magic items.

My players in the Second Darkness campaign want to decompress the time line of events a little, so I want to find a good reason for the "big bad", to use that term, to not harry them for a while.
I've run Second Darkness before. Where are they in the campaign? For most of it, the big bad doesn't really notice the PCs, much less bother to "harry" them.

(Pathfinder)
For a Dwarven Fighter who doesn't benefit from the movement increases, is getting all four levels of Armour Training worth it for the three lower ACP and three higher potential AC, or should I be aggressively sacrificing Armour Trainings past the first for Advanced Armour Training options?
It's going to depend on your tastes. Me personally, I like having high Dex fighters with good mobility who can make Acrobatics checks to do Cool ShitTM​, so I'd want the Armor Training to keep ACP down. There are also some cool options in AAT, however.
 
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It's going to depend on your tastes. Me personally, I like having high Dex fighters with good mobility who can make Acrobatics checks to do Cool ShitTM​, so I'd want the Armor Training to keep ACP down. There are also some cool options in AAT, however.
I want to be able to do Cool Shit too, but is the -3 penalty so bad, if you've got max Acrobatics and got is as a Class Skill?
 
Having it be a class skill basically cancels out the -3, so that one at least is good to get.
Cool, thanks.

Next question (Pathfinder again): Should I take a level of Brawler to get Martial Flexibility, giving up a bonus combat feat and Weapon Mastery (not making a crit build though, so Weapon Mastery isn't as important as it could be), or should I take the Barroom Brawler feat and the Abundant Tactics Advanced Weapon Training? Martial Flexibility will give me four free combat feats a day, while Barroom Brawler + Abundant Tactics will start at one, but eventually scale to six. One is more powerful early on, the other scales better. I won't be getting more than one level of Brawler, so Martial Flexibility will be a Move Action, same as Barroom Brawler.

Our DM does allow retraining, so I could theoretically train out of Brawler back into Fighter and take Abundant Tactics, after Barroom Brawler + Abundant Tactics has scaled to be better than Martial Flexibility, but that would require downtime...
 
Brawler has fighter as a parent class so unfortunately, you can't dip there ;)
There's always grabbing a few levels of an archetype that gives the effect. Free Style Fighter trades away both Weapon and Armor Training, so... that's out. Warsighted Oracle, Eldritch Scrapper, and the Martial Master Fighter(trading just Weapon Training/Mastery) all give the Brawler's Martial Flexibility with all the same characteristics of a Brawler of the same level as the archetyped class.
 
And speaking of dragons, in the book version of The Hobbit, Smaug was killed by a normal bow and arrow...

"Arrow!" said the bowman. "Black arrow! I have saved you for the last. You have never failed to strike your mark, and I have always recovered you. I had you from my father, and he from of old. If ever you came from the forges of the true King Under The Mountain, go now and speed well!"
- The Hobbit Ch. 14, "Fire And Water"
 
Brawler has fighter as a parent class so unfortunately, you can't dip there ;)
Wait, what? *checks SRD* it just says that redundant abilities don't stack - Martial Versatility isn't a redundant ability with Fighter, is it? There's nothing in Fighter that gives the same ability - Barroom Brawling is a Combat Feat, not a Fighter Class ability. Same for Unarmed Strike and Brawler's Cunning, right? None of those are duplicating a Fighter Class ability, so they should work, right?

Relevant rules:
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes.
(bolded for emphasis)
 
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