Goblin Hexer - Stinging Hex

Haha, yeah, I did the same thing. I was all excited when I saw that Monsters tab, too :( Hopefully they will update it with the MM monsters ... we'll see.

Can someone post the goblin's power description? (That's allowed, right?) It's not that I don't trust you guys ... I just trust me more ;)


RStinging Hex (standard; recharge )
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it
moves during its turn (save ends).


Fairly unclear. That said, 3d6+1 per move is pretty sick..
 

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RStinging Hex (standard; recharge )
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it
moves during its turn (save ends).


Fairly unclear. That said, 3d6+1 per move is pretty sick..
Thanks, Jack. I agree it's a little unclear, but if it's supposed to be 3d6 when it hits, then 1 damage when you move (save ends) it definitely could have been written better.

I agree with the interpretation that, as written, it does no initial damage and 3d6+1 when you move on your turn, ending when you save.
 

Thanks, Jack. I agree it's a little unclear, but if it's supposed to be 3d6 when it hits, then 1 damage when you move (save ends) it definitely could have been written better.

I agree with the interpretation that, as written, it does no initial damage and 3d6+1 when you move on your turn, ending when you save.

Ok, but what happens when you roll a 20 to hit. That was my original question.

19 points every round you move till a save ends?

rv
 

I was going through some Dnd mechanics with a new player and was doing a mock combat that included a goblin hexer, read the power and thought, wow that's a lot of damage. But as has been pointed out, only if you move, and you, the player hexed, should know something about the fact that moving would be bad.

I told the player that translucent bands of golden energy, with spikes pointed inwards were circling her, and pulsed closer everytime she moved herself. So, basically I made it clear that it was the moving that was making the bands close in and led her to the understanding that if she moved more they would close completely on her and damage her.

My 2 cents,

Tellerve

That was very well done! I wish I had thought of it. I'll keep it in mind for next time.

rv
 

Hmm assuming that it is indeed 3d6+1 if you move during your turn, then what happens when an ally of the hexer readies an action so that when you drink a potion (or whatever) he bullrushes you. Technically, that would make you move on your turn, since the readied action happens during your turn. Or what?
 


Hmm assuming that it is indeed 3d6+1 if you move during your turn, then what happens when an ally of the hexer readies an action so that when you drink a potion (or whatever) he bullrushes you. Technically, that would make you move on your turn, since the readied action happens during your turn. Or what?


Hmm, well, I'd be inclined to say that Bullrush is essentially a push, and the hex happens when you initiate movement, otherwise it is highly likely that creatures should attempt bullrushes if you are going to take 3d6+1 every time you are moved as that would likely do more than they are capable of doing.

Tellerve
 

Ok, but what happens when you roll a 20 to hit. That was my original question.

19 points every round you move till a save ends?
Since there should be some benefit for rolling the crit, I'd rule it like this:
The first time the damage applies it is maxed. After that if the damage applies again it is rolled normally.

Think of it like this: When you make that attack roll and hit you also roll the damage the target will take once it moves.

Damage in later rounds will not be maximized since no further attack rolls are involved.
 

If it was a PC power, I'd maximise the first damage roll, probably. But monsters don't need to feel all happy about rolling a 20, so we can apply the simplest ruling: rolling a crit maximises damage from the hit. Stinging Hex does 0 damage on a hit. The maximum of 0 is 0.
 

If it was a PC power, I'd maximise the first damage roll, probably. But monsters don't need to feel all happy about rolling a 20
Hey! Monsters have feelings, too! ;)

Well, as a DM I deserve to have a bit of fun, as well. If WotC felt that monsters shouldn't get an advantage when rolling natural 20s there'd be a rule that they never crit.

In my experience crits by monsters make the game more enjoyable for everyone involved: When one of my players barbarian was killed in his first session by a single hit from a hill giant he had been charging because of a crit we had one memorable incident more that is being retold regularly: "Remember old Gaiman? Never charge a giant!"

It would be the same with the Goblin Hexer: "Remember old Gaiman? If you get cursed by one of these guys: DON'T MOVE!"
 

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