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D&D 4E 4E weapon damage

prototype00

Explorer
Hi all,

In 4E weapon damage is often in the format of 1[W] + str/dex/cha.

I was just wondering if the +str/dex/cha would be in the same format as everything else, that is 1/2 character level + stat mod. (Kinda like SWSE I would suppose)

Has there been any indications as to what it will be like?

prototype00
 

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There are two current theories as far as I know.

1) As you described. You stat mod increases with level, provides a flat +1/2 level bonus to damage.

2) As you level, your weapon die gets multiplied. So for example, an 8th level fighter's longsword might do 2d8 damage. That means with brutal strike, its 6d8 damage.

I personally think the 2nd version is more likely, and here's why. Currently, a weapon's die is balanced by its attack bonus. For example, axes give you only a +1, but they have a d10 die. If version 1 is used, as your level increases the difference between a d8 and a d10 fade away. You'll see high level fighters using daggers instead of axes for the to hit bonus.

In version 2, the weapon die remains relevant. A 20th level axe wielder tons a lot more damage than a longsword user. However, the longsword hits more consistently, which is also a big factor if powers start doing status effects along with damage.
 

Stalker0 said:
In version 2, the weapon die remains relevant. A 20th level axe wielder tons a lot more damage than a longsword user. However, the longsword hits more consistently, which is also a big factor if powers start doing status effects along with damage.

This all assumes that you expect damage to scale up as you increase levels.

There is still difference between weapons for encounter/daily powers - so if axe is dealing 1 damage more on average (for sake of simplicity), it will deal +2 dmg with encounter powers and +3 dmg with daily powers. Make it +2/+4/+6 for criticals.

I think it is worth more than +1 to hit even on higher levels, as long as your damage is not increasing by 1/2 level. Remember, that higher level powers are not dealing more damage in normal cases - they are still 1/2/3[W] +stat depending on frequency of usage with just better side effects as you increase in levels.

So count is as 3rd theory:

c) damage is not increasing by level, except indirect influence (magic weapons getting better and better, some specialization feats give 1 or 2 damage here and there, special class abilities for strikers like sneak attack)
 

Yes, version 2 is more likely in the sense that the powers (including those at will) will get a higher multiplier on the base weapon damage.
 

It seems unlikely damage will receive a 1/2 level bonus, based on what we've seen of creatures. SW doesn't have as many other things boosting damage like spells and item +'s. Plus, I think damage would fall back into the "too swingy" category if +1/2 level got added in to a critical.

That said, ability checks seem very likely to include 1/2 level, and form the basis of untrained skills. So a 10th level Wizard with 14 Dex would have +7 Athletics untrained. The monsters we've seen have this notated right next to their stats. The pit fiend, for example, is 26th level and has the following ability scores notated such:


Str 32 (+24) Dex 24 (+20) Wis 20 (+18) Con 27 (+21) Int 22 (+19) Cha 28 (+22)​

The number next to the Str score is 1/2 level (13) + Modifier (11) for a total of +24. This is the number he would use for any Str based checks, such as untrained Str based skills, or thing like Grapple.

His melee attacks, however, only add the normal Str modifier of +11:

Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends)

Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack​
 

Nikosandros said:
Yes, version 2 is more likely in the sense that the powers (including those at will) will get a higher multiplier on the base weapon damage.
This. I don't think base damage will increase if the attacker is only using their normal attack (such as with Opp. Attacks.) Powers are where we'll will likely see the increases to damage.
 

Maybe I'm crazy for saying this, but it could be a bit from column A (the stat +1/2 level) and a bit from column B (for those classes that are really attached to their weapons, like the fighter).

prototype00
 

Sir Brennen said:
It seems unlikely damage will receive a 1/2 level bonus, based on what we've seen of creatures. SW doesn't have as many other things boosting damage like spells and item +'s. Plus, I think damage would fall back into the "too swingy" category if +1/2 level got added in to a critical.

That said, ability checks seem very likely to include 1/2 level, and form the basis of untrained skills. So a 10th level Wizard with 14 Dex would have +7 Athletics untrained. The monsters we've seen have this notated right next to their stats. The pit fiend, for example, is 26th level and has the following ability scores notated such:


Str 32 (+24) Dex 24 (+20) Wis 20 (+18) Con 27 (+21) Int 22 (+19) Cha 28 (+22)​

The number next to the Str score is 1/2 level (13) + Modifier (11) for a total of +24. This is the number he would use for any Str based checks, such as untrained Str based skills, or thing like Grapple.

His melee attacks, however, only add the normal Str modifier of +11:

Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends)

Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack​
This is exactly how I was thinking damage would be handled. I really like the idea that damage is not adding 1/2 level.
 

Sir Brennen said:
It seems unlikely damage will receive a 1/2 level bonus, based on what we've seen of creatures. SW doesn't have as many other things boosting damage like spells and item +'s. Plus, I think damage would fall back into the "too swingy" category if +1/2 level got added in to a critical.

That said, ability checks seem very likely to include 1/2 level, and form the basis of untrained skills. So a 10th level Wizard with 14 Dex would have +7 Athletics untrained. The monsters we've seen have this notated right next to their stats. The pit fiend, for example, is 26th level and has the following ability scores notated such:


Str 32 (+24) Dex 24 (+20) Wis 20 (+18) Con 27 (+21) Int 22 (+19) Cha 28 (+22)​

The number next to the Str score is 1/2 level (13) + Modifier (11) for a total of +24. This is the number he would use for any Str based checks, such as untrained Str based skills, or thing like Grapple.

His melee attacks, however, only add the normal Str modifier of +11:

Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends)

Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack​

I've added notes in the PrRC v1.3 (PHB-Lite) to be released next week to help clarify this under the 'Standard Modifier' section and under Weapon Damage.
 

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