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Switch to Forum Live View martial damage dice and weapon attack bonuses
4 months ago  ::  Jan 17, 2013 - 10:35AM #1
DHW
Date Joined: Jan 22, 2008
Posts: 136
just to confirm -

Martial damage dice – so I would roll this and add to standard weapon damage. IE, if a had 1d6 martial damage dice and was using a longsword, I would cause 1d8+1d6 damage?


What are the usages of this? Per attack/round/turn etc?


 


Maneuvers – when you ‘spend’ a martial damage dice, is it only spent for that maneuver? Can you perform 1 maneuver and another the following round?


 


Disarm - you make a standard attack roll on a d20. If you hit, and you spent 1 martial damage die, they would take normal damage plus drop their weapon, and then 2 martial damage dice if they were holding a 2 handed weapon.


This strikes me as strange. Going on the assumption that your martial damage dice refresh next round, the only thing you are doing here is sacrificing the extra weapon damage in favour of the maneuver? Is that correct?


 


The to hit roll


The ‘weapon attack’ to hit bonuses seem really low. I am assuming that the number in the column is what you would have at that level, and that you do not add each level together.


Ie, lvl 1 fighter gets +1, level 5 fighter gets +2, level 9 fighter gets +3. You do not add all these up (so a level 5 fighter does not have a +7 to hit?)


This seems weak. A level 4 Gnoll has a +5 to hit. A level 1 goblin has a +4 to hit.


In addition, in the Pre gen characters – the Halfling rogue has a -1 strength, yet weilds a shortsword at +4. How so?

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4 months ago  ::  Jan 17, 2013 - 11:01AM #2
Lord_Kyrion
Date Joined: Nov 21, 2012
Posts: 716
Martial damage dice reset every turn. So you can only use it for one attack on your turn, and if you used it for a maneuver, you can't use it for extra damage that turn. When you have more than one die, you can split them up across multiple attacks/maneuvers however you want.

As for the to-hit roll: The last packet started at a +3. This turned out to be ridiculous, no Fighter ever missed anything. Assume that a Fighter has at least a +3 in Strength. With a +1, that's a +4 to hit. Most low level monsters have about 12 AC, so you need an 8 to hit. That's pretty good, it's 60%. Monster AC doesn't increase as quickly as it used to, and neither does your attack bonus. However, your ability scores also increase. So as the Fighter grows, the chance to hit does increase, but it will never be a +25 to hit like 3rd edition offered. The designers are focused on using much smaller numbers for all d20 checks, including attack rolls and saving throws.

The monsters have a higher attack bonus because characters tend to have higher AC then monsters. It's not hard to have a 16 at 1st level, while the enemies you face are mostly about 12.

That Rogue gets a +4 because he's using Dex, not Strength, it is a finnesse weapon.
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4 months ago  ::  Jan 17, 2013 - 1:08PM #3
lok_soldier
Date Joined: Jul 29, 2012
Posts: 85

Jan 17, 2013 -- 10:35AM, DHW wrote:

just to confirm -

Martial damage dice – so I would roll this and add to standard weapon damage. IE, if a had 1d6 martial damage dice and was using a longsword, I would cause 1d8+1d6 damage?


What are the usages of this? Per attack/round/turn etc?



Your Martial Damage Dice (MDD) refresh at the start of every creature's turn, including obviously your own. So, if you spend all your MDD on your turn, you get them all back as soon as the next player begins his turn, and as soon a monster begins its own turn (even if all monsters act in the same Initiative).


 


Jan 17, 2013 -- 10:35AM, DHW wrote:

Maneuvers – when you ‘spend’ a martial damage dice, is it only spent for that maneuver? Can you perform 1 maneuver and another the following round?



You can perform as many maneuvers as you want, as long as you have enough MDD to fuel them. You can even apply multiple maneuvers as part of the same attack, e.g. spend an MDD to Trip, and another to Shove Away (assuming you knew these two maneuvers and had at least 2 MDD in your pool).


Maneuvers are like at-will abilities; you are not limited in any way with regard to how many maneuvers you use during a turn, or even to how many times you use the same maneuver.


 


Jan 17, 2013 -- 10:35AM, DHW wrote:

Disarm - you make a standard attack roll on a d20. If you hit, and you spent 1 martial damage die, they would take normal damage plus drop their weapon, and then 2 martial damage dice if they were holding a 2 handed weapon.


This strikes me as strange. Going on the assumption that your martial damage dice refresh next round, the only thing you are doing here is sacrificing the extra weapon damage in favour of the maneuver? Is that correct?



Indeed, you are sacrificing 1d6 worth of damage and get an unarmed enemy in return. If the minotaur's greataxe deals 2d12+4 damage, diarming it of the axe might actually be a good idea, even if you deal 1d6 less damage.



Jan 17, 2013 -- 10:35AM, DHW wrote:

The to hit roll


The ‘weapon attack’ to hit bonuses seem really low. I am assuming that the number in the column is what you would have at that level, and that you do not add each level together.



You assume correctly.



Jan 17, 2013 -- 10:35AM, DHW wrote:

This seems weak. A level 4 Gnoll has a +5 to hit. A level 1 goblin has a +4 to hit.



Up until the previous packet, monsters had +4 maximum to hit. Guess what - the characters rarely got hit, especially since the characters getting attacked the most were the chainmail-wearing cleric and fighter, and the *cough*broken*cough* monk. Most monsters have been buffed with ad hoc values, and it's hard to tell exactly where a monster's attack bonus is coming from, besides its ability modifier (usually Strength).

Jan 17, 2013 -- 10:35AM, DHW wrote:

In addition, in the Pre gen characters – the Halfling rogue has a -1 strength, yet weilds a shortsword at +4. How so?



The halfling is using Dexterity for the attack roll, as the short sword is classified as a finesse weapon.
Edit: That was already answered... my bad.

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4 months ago  ::  Jan 18, 2013 - 1:41AM #4
DHW
Date Joined: Jan 22, 2008
Posts: 136
Thanks guys, that makes a little more sense!

dont suppose you know how long this playtest is likely to last, and if the format will again be 3 books (PHB, DMG, MM)?

Cheers!
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4 months ago  ::  Jan 18, 2013 - 12:26PM #5
Lord_Kyrion
Date Joined: Nov 21, 2012
Posts: 716
I don't know when they plan to finish this, but it is my greatest hope that they release the tried-and-true three core rulebooks, and not three $40 Player's Handbooks to get access to all the basic races and classes like 4th edition.
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