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6 months ago ::
Dec 31, 2012 - 2:11AM
#641
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Date Joined:
May 25, 2009
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6 months ago ::
Dec 31, 2012 - 5:00PM
#642
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Date Joined:
Oct 14, 2012
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Q299 - Do you intend to introduce psionics as an equal player in 5E, or will it be shimmed in later editions of player's handbooks that we have to wait several editions to get. I feel like psionics really came into its own in 4E, so I'd like to see it addressed with equal billing as arcane, divine and primal powers.
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6 months ago ::
Dec 31, 2012 - 5:07PM
#643
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Date Joined:
Sep 26, 2012
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A299 - The dev team doesn't respond in the forums. Better to write one of them directly if you want to get their opinions on something. From my recollection, they haven't really mentioned how psionics will enter the fray in 5e just yet.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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6 months ago ::
Dec 31, 2012 - 5:09PM
#644
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A299.1 - Try tweeting Mike Mearls, @Mikemearls. Some people have been having some luck there, but I don't promise anything.
My two copper.
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6 months ago ::
Dec 31, 2012 - 5:32PM
#645
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The custom content you are allowed to post can be posted whereever you want. About the shared mechanic parts, you can always PM WoTC_Trevor for approuval if in doubt.
I'm going to take this as the answer to, "Can I post the number crunching I've done between Fighter using a bow and my Telekinesis rules?"
Q300: Kind of a general question. When doing some loose number crunching/comparing for damage with homebrew rules, how would I add in half damage on miss? Would simply adding that half damage to the total damage feel solid enough, or do I need to step into accuracy? (Would far prefer to let bounded accuracy worry about that noise.)
I know I'd have to playtest it a bunch before having anything solid, but I would still like something that sounds decent on a theoretical level.
What I think the Wilder Design Goals should be. Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P Homebrew Psionics blog posts archive: Spoiler:
Show
UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas. Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.
Really old. Nov/02/2012: I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process. Part 1, Hard rules/example soulknife discipline: Link. Part 2, Basic ideas/goals on basic numbers and classes: Link. Part 3, Direction/ideas I want to take with specific disciplines: Link.:3
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6 months ago ::
Dec 31, 2012 - 6:31PM
#646
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Date Joined:
Sep 26, 2012
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A300: I think that really depends on how you want the damage to work. I think adding in half damage and not touching accuracy is fine. Think about how mage spells work. You might also look at glancing blow from previous packets.
Let's say your level 20 warrior does 7d6+5 on a hit and hits 50% of the time. That's also 1d6+47 on a crit (5% - which is 5% of the 50%). So in essence, he misses 50% of the time and that does 'half' damage. Half of what? Let's say it means 7d6+5 halved.
Avg on 1d6 is 3.5. 7d6+5 avg is thus 29.5 The crit avg is 50.5 So your 'half' damage avg is 29.5/2 = 14.75 How to do the calcs without your 'half' damage is : 0.45 * 29.5 + 0.05 * 50.5 + 0.5 * 0 = 15.8 The last 0.50 * 0 is the 50% of the time that you do 0 damage from misses. If you look at this number, you'll notice that it is higher than half of 29.5 because crits bring it up a bit.
Now if you do 14.75 on misses, you repeat this as: 0.45 * 29.5 + 0.05*50.5 + 0.5 * 14.75 = 23.175 That's roughly a 50% increase which would have been 23.7 (but not quite because there's no crits in the miss region). How much miss damage helps depends on the initial accuracy. As you miss less often, it has less of an effect - more or less proportional to your miss chance. Either way your damage output would change from whatever it is currently and get an increase of: miss chance * missed damage output. Which as miss chance becomes smaller becomes less and less important to your overall damage capabilities.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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6 months ago ::
Dec 31, 2012 - 8:27PM
#647
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A300: I think that really depends on how you want the damage to work. I think adding in half damage and not touching accuracy is fine. Think about how mage spells work. You might also look at glancing blow from previous packets.
Let's say your level 20 warrior does 7d6+5 on a hit and hits 50% of the time. That's also 1d6+47 on a crit (5% - which is 5% of the 50%). So in essence, he misses 50% of the time and that does 'half' damage. Half of what? Let's say it means 7d6+5 halved.
[math spoiler] Spoiler:
Show
Avg on 1d6 is 3.5. 7d6+5 avg is thus 29.5 The crit avg is 50.5 So your 'half' damage avg is 29.5/2 = 14.75 How to do the calcs without your 'half' damage is : 0.45 * 29.5 + 0.05 * 50.5 + 0.5 * 0 = 15.8 The last 0.50 * 0 is the 50% of the time that you do 0 damage from misses. If you look at this number, you'll notice that it is higher than half of 29.5 because crits bring it up a bit.
Now if you do 14.75 on misses, you repeat this as: 0.45 * 29.5 + 0.05*50.5 + 0.5 * 14.75 = 23.175 That's roughly a 50% increase which would have been 23.7 (but not quite because there's no crits in the miss region). How much miss damage helps depends on the initial accuracy. As you miss less often, it has less of an effect - more or less proportional to your miss chance. Either way your damage output would change from whatever it is currently and get an increase of: miss chance * missed damage output. Which as miss chance becomes smaller becomes less and less important to your overall damage capabilities.
Ahhhh bubblegum. I didn't even think about crits. And I just now read the thing about weapons doing an extra die of damage. That complicates things, because it's Bow vs Telekinetic Attack vs Telekinetic Dex Save. I'm going to ignore that for now, it gives weapons a boost if anything and that I don't mind at all. I will redo the math later, but I need to do it in a scripting/programming language. I can do it right with programming. For loops!
Thx for answer.
What I think the Wilder Design Goals should be. Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P Homebrew Psionics blog posts archive: Spoiler:
Show
UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas. Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.
Really old. Nov/02/2012: I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process. Part 1, Hard rules/example soulknife discipline: Link. Part 2, Basic ideas/goals on basic numbers and classes: Link. Part 3, Direction/ideas I want to take with specific disciplines: Link.:3
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6 months ago ::
Jan 01, 2013 - 9:40PM
#648
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Q301: In the bestiary, monster attack damage is listed as Average(Dice for attack). Is there a reason the average is listed on the outside instead of the other way around like most other editions? Are we supposed to use average damage by default?
My two copper.
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6 months ago ::
Jan 02, 2013 - 12:15AM
#649
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Date Joined:
Sep 26, 2012
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A301: I think it is simply an option. Using it makes combats faster and thus might be preferred. I personally enjoy rolling monster damage. Since fixed damage is the option, I'd rule that rolling damage is default. In 10.29.12 Read First release it says: Fixed Damage Option: A DM now has a choice between using a fixed damage number or rolling damage, both of which are listed in a monster’s stat block.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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6 months ago ::
Jan 02, 2013 - 4:02AM
#650
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Date Joined:
Dec 20, 2012
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Q302: Martial bonus damage The manual says you can use your martial bonus when you make a hit with a weapon you have proficiency with. It says you can use it once per turn. Does that mean, every single time you hit, you can effectively deal this bonus damage? Do you declare intention of use before or after the attack roll? In what circumstances would you not use this bonus? Would it not make sense to be once per encounter? I dont understand!
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