werecorpse
Adventurer
WHy does the first level pre gen dwarf fighter roll a d12 for damage when he criticals? Where is the rule that expresses this?
WHy does the first level pre gen dwarf fighter roll a d12 for damage when he criticals? Where is the rule that expresses this?
And so this bonus should stay, and be celebrated in song as one of the best design choices in the Races document, working not to ghettoize a race into a niche but develop them into a more nuanced creation. Cue trumpets and choirs.
Note that it's not the case that the race has training in the skill (again, cf. Dwarf and Elf weapon proficiencies): on default, they are not capable of greater intimidation than anyone else. But they will tend to do better, on average, at this one charisma-based check, than other races. Which is a perfectly acceptable design choice.
Well, yes. It's assumed that DMs that don't want specific skills in their game want that nebularity.And that is nebulous.
Well, yes. It's assumed that DMs that don't want specific skills in their game want that nebularity.
According to the Read First-doc, the crits rule has changed, but in the How To Play-doc, it seems they forgot to change it from the last version (no maxed out die, add one die). Anyone heard or read anything about this?
"nebulahood"."nebulosity".
"nebulahood".