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when toggle format what by license comment
Jun 16, 2020 at 10:23 history edited CommunityBot
Commonmark migration
S Apr 18, 2018 at 15:28 history suggested HellSaint CC BY-SA 3.0
Changed the math to LaTeX/MathJax for formality.
Apr 18, 2018 at 14:27 review Suggested edits
S Apr 18, 2018 at 15:28
Apr 17, 2018 at 20:50 comment added Spoo That isn't too bad. It just raises the minimum level at which your player's can feel safe that they won't die to one spell. IMO it still gives a bit too much power to those casters that can manipulate die rolls like the divination wizard and anything is paralyzed will die instantly to the next dex save they make, but all in all I wouldn't consider it gamebreaking if your players are ok with it.
Apr 16, 2018 at 22:34 comment added BurningBagel I did forget to mention that we also consider a 20 on the save to avoid all of the spell's damage
Apr 16, 2018 at 21:18 history edited V2Blast CC BY-SA 3.0
fixed formatting and phrasing
Apr 16, 2018 at 19:58 comment added Spoo I should apologize. The levels 1-3ish are brutal I grant you. But outside of that the rest of the game is not like that if you follow it by raw. Outside of that though, the rest of the game does a good job of not burdening you with save or die tactics. (At least not in one round.) I make no claims over level 9 spells though. But most of the damaging ones are nice enough to do < twice your total hp. 40k) I've seen characters just suddenly disappear because the 'critical effect' killed them instantly and caused tertiary damage killing others around them. And the weapon used is common.
Apr 16, 2018 at 19:57 history edited Spoo CC BY-SA 3.0
added 173 characters in body
Apr 16, 2018 at 19:55 comment added KorvinStarmast DND is not like systems like 40k where its ok to kill a player outright with a good shot That's not true. I have seen three D&D 5e characters die from a one shot (character death) at levels 1 and 2 from critical hits that rolled high. Almost lost another one that way last month, but inspiration saved the day for a re roll.
Apr 16, 2018 at 19:49 history edited Spoo CC BY-SA 3.0
added 186 characters in body
Apr 16, 2018 at 19:47 comment added Spoo Sorry my comment should say traditional fireball is 21. It's only 28 if you know they fail their save already. So regular fireball 21. Ended crit range fireball 22.7
Apr 16, 2018 at 19:37 comment added Spoo I'm not a full blown mathmatician but I've done enough with average formula's in the AI field. Ideally it should bring it back in line some. But rounding will probably not make it identical. Assuming a 11 is needed to save: Traditional Fireball = 28 Augmented Fireball 1/20 * 16 * 3.5 + 1/20 * 0 + 9/20 * 8 * 3.5 + 9/20 * 4 * 3.5 = 2.8 + 0 + 12.6 + 6.3 = 21.7
Apr 16, 2018 at 19:20 history edited Slagmoth CC BY-SA 3.0
deleted 14 characters in body
Apr 16, 2018 at 19:17 history edited Spoo CC BY-SA 3.0
typo
Apr 16, 2018 at 19:14 comment added V2Blast I know this isn't OP's question, but how would implementing both double damage on nat. 1s and zero damage on nat. 20s on saving throws affect the math?
Apr 16, 2018 at 19:09 history edited Slagmoth CC BY-SA 3.0
deleted 7 characters in body
Apr 16, 2018 at 19:06 history edited Spoo CC BY-SA 3.0
typo
Apr 16, 2018 at 19:04 history edited V2Blast CC BY-SA 3.0
fixed formatting
Apr 16, 2018 at 19:03 history edited Spoo CC BY-SA 3.0
added 468 characters in body
Apr 16, 2018 at 18:58 history answered Spoo CC BY-SA 3.0