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N00b DM Questions

bobhayes

First Post
means it can attack 3x in one round?? That seems impossibly high. I've got a party of 2 fighters, 1 swashbuckler, a wizard, a cleric, and a non-damaging sorceress (who charms, etc.) about level 5-7, and this would most likely kill a few of them with the 3 attacks per round. a level 5-7 party of six should be tested with this, but should I throw this at them?

The x3 refers to the damage done on a critical hit, not the # of attacks. Standard criticals do double damage; some weapons do x3 or x4.
 

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Jacob

Explorer
What you are reading is the Critical Damage Multiplier of a Greataxe. Most damage numbers don't show the x2 (or double damage) Critical Hits cause, because it's a waste of space. Due to the fact the Greataxe has a different Critical Damage Multiplier, it's noted in the text. Other weapons have this note as well, such as a Pick or or Scythe, which is x4. You may also notice something along the lines of "19-20/x2", which notes a larger Critical Threat (possible critical hit on rolling of 19 or 20).

Yeah, it's already been said, but whatever. :p You can read more about it at the SRD, but in summary the x3 damage for the Frost Giant is only happening on a Nat 20 (which would be 9d6 + 39 if it confirmed) on one of his attacks (either a single from standard or two from a full attack...or more if you advance it). What you should be looking at is the CR 9 of the creature, noting that a party of 4 Lvl 9 PCs can feasibly take it (or something like that, though the system has its kinks). With 6 PCs it sound like they will have a good shot, but if all else, a numbers check at the Encounter Calculator can help.

On if you should throw it at them depends on what they all have. For example you can't expect a party of adventurers to fight a Bodak (or several) with no means to protect themselves or raise their saves against their gaze attack, right? Either a Cleric needs to be present or other forms of magic/abilities to raise Fort saves against such a thing (or at least helps in comparison to the obvious don't look right at the creature technique). For the Frost Giant itself, obvious notes would be if the party has Fire spells, has means of buffing the Fighters to keep it away from the casters, and multiple weapons (make use of Giants strength and Improved Sunder for Great Justice). Of course, if you're using this Giant as a means to teach the PCs to be prepared for such things, that's another matter entirely. ;)
 

mirrorcoloured

First Post
The x3 refers to the damage done on a critical hit, not the # of attacks. Standard criticals do double damage; some weapons do x3 or x4.

An alternate method of rolling critical hits is to roll damage x times (3 in this case) rather than rolling once and multiplying by 3.

Statistically speaking this should normalize the damage done by criticals, while reducing the number of super criticals (max damage rolled) and "failed" criticals (lowest damage rolled).
 

irdeggman

First Post
An alternate method of rolling critical hits is to roll damage x times (3 in this case) rather than rolling once and multiplying by 3.

Statistically speaking this should normalize the damage done by criticals, while reducing the number of super criticals (max damage rolled) and "failed" criticals (lowest damage rolled).

Actually "multiplying" a single roll is the alternate the default is to make the damage rolls "X" number of times. IIRC in 2nd ed the default was to multiply the damage roll.


PHB pg 114

Critical: The entry in this column notes how the weapon is used
with the rules for critical hits. When your character scores a critical
hit, roll the damage two, three, or four times
, as indicated by its
critical multiplier (using all applicable modifiers on each roll), and
add all the results together.
 


Scorponox

First Post
Hello, I am back with another question. :)

My question involves spells cast on incorporeal creatures and objects. If someone casts Silence on a ghost, does it follow the ghost around? Or does it just affect the area?

What about casting silence on a summoned creature? What about casting Silence on a spell object like Spiritual Weapon?
 

Lwaxy

Cute but dangerous
As the spell does affect creatures and objects (as in they have a boundary as opposed to gasses or liquids), yes.

The silence spell on a summoned creature would disappear with the creature once the summoning spell runs out. It should also work on spiritual weapon but that one I'm not sure, of, it's never come up in my games.
 

Nebten

First Post
In both instances, the ghost & summon monster if targeted get a saving throw. If they make the throw, the spell is negated.
 

Scorponox

First Post
The silence on a spiritual weapon is something people could consider "cheap" just because there is no saving throw against it. It makes it so two 3rd/4th level Clerics can probably turn a much higher level spellcaster or bard useless within one round (two if it's a single Cleric)

First Cleric could cast Spiritual Weapon, and second one could cast Silence on said weapon. Since the silence emanates out to 20ft, it's essentially a Silent spell that always hits. Granted, it's a tactic that takes two casts to silent someone rather than just one, but something that could be used if the spellcaster has a high will save low level casters are unlikely to get through.
 

Jacob

Explorer
The silence on a spiritual weapon is something people could consider "cheap" just because there is no saving throw against it. It makes it so two 3rd/4th level Clerics can probably turn a much higher level spellcaster or bard useless within one round (two if it's a single Cleric)

First Cleric could cast Spiritual Weapon, and second one could cast Silence on said weapon. Since the silence emanates out to 20ft, it's essentially a Silent spell that always hits. Granted, it's a tactic that takes two casts to silent someone rather than just one, but something that could be used if the spellcaster has a high will save low level casters are unlikely to get through.
Given that the weapon is not a weapon/object but a spell effect, I'm going to say you can't cast Silence on it. However, you are free to cast silence on an arrow or even a rock and throw it at someone. Also, something as simple as mage hand to move said items around. Also, what's this about a "Silent spell that always hits"? You still need to make attack rolls with the weapon, so...? :confused:

BTW, now I feel a question of my own concerning the spell. Focus on the bold...
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
I always thought this meant it returned to your person and flew back to full attack each round after. Or does it hover by that target till it's done with, eventually returning to your person?
 

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