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  1. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    140 rounds is single lv 1 fighter vs CR 23 dragon. In actual play situation, it would be 4-5 PCs, which drops it down to 35 ish rounds (or about 3.5 minutes of fight). If you bump them to lv5, it gets worse for the dragon. Point is, 1000 HP is a lot and monsters don't dish out that much damage...
  2. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    It was rough ball park with just basic attacks from both sides and dragon never missing single attack, but PCs hitting only 25% of attacks. But sure, you can add breath (recharge on 5-6) and one extra legendary action (wing or tail attack).
  3. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    I would guess not any more often than without plot armor pool. Players do it because causing regime change is fun sometimes. If they aren't in the mood for good old coup, they won't do it.
  4. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Ancient dragon Cr23 does 73 damage per turn with 3 attacks. It has 385 hp and AC 21. Your lv 1 fighter has at best +6 to attack and does 2d6+4. So average 11 damage per round. It also hits 25% so every 4 rounds. It would take him 140 rounds to solo a dragon. Now, with little help of friends, say...
  5. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Didn't play many campaigns with evil or morally very dark grey PCs i guess. Seen it happen few times, as low as level 10-11.
  6. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Why? It's not that uncommon concept. It like people who sell their company very young, get 8 digit payday and just retire to enjoy life. Same situation. Adventurers get to skip part of grinding trough low level threats and go straight to big bad one, kill it, become legends of the kingdom and...
  7. GrimCo

    D&D General Weapons should break left and right

    You can always use rope, tie spear on both ends with some slack and carry it diagonal on your back. It's like improvise rifle sling. Ammo counting has it's place. Mainly in survival type of games where resource management is part of the fun.
  8. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Since most games end around levels 8-10, 1000 HP is more than enough to make combat meaningless. You know you can brute force it, even against vastly more powerful opponents. Level 5 party can take out Adult Red Dragon no problem. It does only 56 average damage per round with some 260HP and AC...
  9. GrimCo

    D&D General Wild Shape: Inefficient or Useless?

    Yea, this isn't about druid wildshape being bad or useless. It's about wild shape being useless in this particular scenario which obviously has only one solution and DM that shuts down all creative workarounds. And to be honest, i get your frustration.
  10. GrimCo

    D&D General Games Economies

    Golarion and Faerun respectivley. But in general, in 5e, adamantine armor or weapon is uncommon item (weapons are 500gp) and i treati it as such in my homebrew. Also, between having adamantine sword and crowbar, crowbar is no brainer. Sword is weapon. Crowbar is tool and a weapon (essentially a...
  11. GrimCo

    D&D General Games Economies

    Any self respecting blacksmith can make one. You just need ore or extra adamantium weapon no one wants. We used to haul adamantium greataxe. Called it - universal door opener. One time, we used it to chop doors made of pure mithral into smaller chunks. When you have money as incentive, group i...
  12. GrimCo

    D&D General Games Economies

    When it comes to game economy, oWoD has most sense. You have your Resource background. Each dot represents mix of lifestyle and income. It also gives solid estimate of what things you can just buy, what you probably can buy if you save and get creative and what you outright can't buy. Then there...
  13. GrimCo

    D&D General Weapons should break left and right

    Man at arms to be more precise (all knights were man at arms, not all man at arms were knights). In essence, highly trained and well equipped professional soldiers, used in specialized role of shock troops, mostly as heavy cavalry, but sometimes on foot (like Agincourt). Lance as primary...
  14. GrimCo

    D&D General Weapons should break left and right

    There is just one small problem. People build fighters with specific fighting style in mind. Sure, having all feats help. But, if you built nimble duelist (pumped dex, dumped str, took dueling fighting style), switching to two weapon fighting or ranged might be cool and you don't loose on...
  15. GrimCo

    D&D General Weapons should break left and right

    Simplicity comes from that basic loop - hit them with the pointy end. Wizards complexity comes from choices. But those choices gives them options to do cool stuff at high levels. If you want fighters to do cool stuff, well, you need to make it bit more complex. But, you can play complex...
  16. GrimCo

    D&D General Weapons should break left and right

    At least since 2ed, big part of fighter class identity is ability to specialize in one weapon. Weapon specialization was domain of fighters. Jack of all weapons, but master of one. In 2ed, specialization was available only to single class fighter and gave them +1 to hit, +2 damage. Which was big...
  17. GrimCo

    D&D General Weapons should break left and right

    Like Bruce Lee said: Fear not man who practiced 1000 punches once. Fear man who practiced one punch 1000 times. Same with fighters and specialization. You pick weapon you like and invest resources into getting good with it. Be it old weapon proficiency slots in 2ed, or feat chains in 3e or...
  18. GrimCo

    D&D General Weapons should break left and right

    Yea, but we are talking about D&D and it's current edition, 5.x. As someone mentioned, still remember 3.x days and golf club for weapons. That's why morning stars and other weapons with 2 damage types were popular. You took morning star, not cause you like it, but cause it was B/P weapon. One...
  19. GrimCo

    D&D General Weapons should break left and right

    Yea, i'm not talking about PvP. I'm talking about single player UT/Q. Get biggest gun, run from spawn point to spawn point. Resource management is after thought. Same as CoD, MoH or any other arcade FPS. Again, single player PVE. You need to factor in stuff like recoil, breathing, range and...
  20. GrimCo

    D&D General Weapons should break left and right

    If the intended goal is for fighters to switch up, use different weapons and do more than just pick greatsword and go to town, you can do it in 2 ways. Positive and negative reinforcement Weapon braking is negative one. You need to switch up or you suffer negative consequences , like loosing...
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