Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion!Some of our most exciting and memorable moments have come from a player rolling a 20 on a death save and then doing something amazing during their turn.
Not sure I understand all the issues. I've done and encouraged rolling attack and damage for as long as I can remember over multiple editions.So, I finally got to watch the actual video and I should add things I forgot about before:
One thing he suggests we do NOT do is roll attacks and damage together. We had a new player for a while who did this and it drove the DM nuts! Part of the issue with extra attack is often if the first hit kills, then the character moves to another, the AC might be different, the attacked might now be flanking and have advantage, or any number of other things. Also, when we switched to average damage in most instances, rolling for damage wasn't needed.
- players often roll and act for NPCs/hireling/henchmen instead of having the DM control them.
- we have a displayed Initiative order so everyone knows who's turn is next.
Plus if you roll damage but have a Sneak Attack or Smite, the player basically has more chances to apply the extra dice to a critical hit. You shouldn't know if the first attack will hit or not because maybe you are holding the extra dice on the second attack in case you crit.
Frankly, all-in-all it became more of a hindrance than a help.
Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion!![]()
Not sure I understand all the issues. I've done and encouraged rolling attack and damage for as long as I can remember over multiple editions.
The player just keeps track of what AC they hit. The only exception is that if they have one of the -5/+10 attack options they have to indicate their chosen option before they roll.
I can't think of the last time they didn't know whether they'd have advantage or disadvantage, but if they rolled 1 die they just roll a second time. If they rolled 2 it depends on how organized they are. I have similar colored D20s that are different enough I know which one I use if I only roll 1 (which I always use if I roll 1 die). If they don't have that, just reroll the attack when it happens.
Smite is always after you know whether or not you hit. If you're going to smite on your turn if you hit (crit or not) declare it before you roll. Sneak attack always applies to the first hit that qualifies.
Last but not least, always have a sequence of attacks. If I have 2 attacks it's always Black and then Blue. If I have a 3rd it's White.
As a DM I do something similar - I'll make multiple attacks at the same time. Black is always first and closest (or furthest to my right) then Blue.
Besides, it's a great excuse to buy more dice!
Ok, I'll be specific and then you can understand.
Example. A paladin with Extra Attack has only a 2nd-level slot remaining for one more smite. He is a Fighter MC champion so will crit on a 19-20. If he rolls both attacks at the same time, either could come up a critical hit and he gains the benefit of applying the smite to the critical hit. If he is forced to roll one and then the second, hits on the first but it isn't a crit. Does he apply the smite or save it for the second roll in case it is a crit? The player is forced to choose when he will use his last smite. The second attack might miss completely.
Same idea with a Fighter/Rogue and sneak attack. He could crit on either dice if he rolls them together, in which case he can choose to apply the sneak attack to the crit. But, if you force him to roll one and then the second, he might delay the sneak attack to the second roll--which might miss.
FWIW, sneak attack damage does not have to go to the first hit, it is simply once on your turn.
I won't allow it when I DM and neither does our main DM. It caused more problems then it is worth. Besides, if you roll high and miss on the first attack, maybe you would want to move to attack something else with the second, or do a shove instead to force it to make a check, etc.
Finally, buying more dice than you can ever really use is NOT something I encourage in new players. I've never had more than 5 sets myself at one time, and that is more for when I DM.![]()
Right, if it wasn't clear I just stated my table's guidelines.
A paladin can always smite on a crit (because paladin's are cheesy like that). If they are going to smite on their turn no matter if they crit or not they need to indicate ahead of time.
Rogues have to sneak attack on their first hit that qualifies for sneak attack unless, again, they declare differently ahead of time.
It really does save a lot of time, especially when you get lots of attacks such as higher level fighter with dual weapon fighting.
SACRILEGE! The dice gods will not be happy!![]()