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Community
General Tabletop Discussion
*Dungeons & Dragons
Mechanics of starting a combat & ending a combat
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<blockquote data-quote="Horwath" data-source="post: 9838583" data-attributes="member: 6801299"><p>I like the 18 max. Maybe it should be the default.</p><p>Moved chainshirt to light armor so base light armor can stay at deafault of 17. 10+4+3.</p><p></p><p>new vicious weapon seems great to replace +X weapons to keep bounded accuracy</p><p>same goes for armor and saves</p><p></p><p>magic weapons:</p><p>common: +1 damage</p><p>uncommon: +1d6 damage</p><p>rare: +2d6 damage</p><p>very rare: +3d6 damage</p><p>Legendary: +4d6 damage</p><p></p><p>armor;</p><p>uncommon: 2 damage reduction from attacks</p><p>rare: 4 damage reduction from attacks</p><p>very rare: 6 damage reduction from attacks</p><p>legendary: 8 damage reduction from attacks</p><p></p><p>Cloak/ring or resistance:</p><p>+1 damage reduction from attacks</p><p>gain proficiency in one or more saves depending on rarity of item</p><p>can change them on short rest.</p><p></p><p>Uncommon: 1 saving throw</p><p>rare: 2 saving throws</p><p>very rare: 3 saving throws</p><p>legendary: 4 saving throws</p><p></p><p>spellcasting focuses:</p><p>in addition to class specific bonus:</p><p></p><p>common: +1 damage or healing per spell level to one damage/heal roll</p><p>uncommon: +1d6 damage or healing per spell level to one damage/heal roll</p><p>rare: +2d6 damage or healing per spell level to one damage/heal roll</p><p>very rare: +3d6 damage or healing per spell level to one damage/heal roll</p><p>legendary: +4d6 damage or healing per spell level to one damage/heal roll</p><p>*cantrips are counted as 1st level spells.</p></blockquote><p></p>
[QUOTE="Horwath, post: 9838583, member: 6801299"] I like the 18 max. Maybe it should be the default. Moved chainshirt to light armor so base light armor can stay at deafault of 17. 10+4+3. new vicious weapon seems great to replace +X weapons to keep bounded accuracy same goes for armor and saves magic weapons: common: +1 damage uncommon: +1d6 damage rare: +2d6 damage very rare: +3d6 damage Legendary: +4d6 damage armor; uncommon: 2 damage reduction from attacks rare: 4 damage reduction from attacks very rare: 6 damage reduction from attacks legendary: 8 damage reduction from attacks Cloak/ring or resistance: +1 damage reduction from attacks gain proficiency in one or more saves depending on rarity of item can change them on short rest. Uncommon: 1 saving throw rare: 2 saving throws very rare: 3 saving throws legendary: 4 saving throws spellcasting focuses: in addition to class specific bonus: common: +1 damage or healing per spell level to one damage/heal roll uncommon: +1d6 damage or healing per spell level to one damage/heal roll rare: +2d6 damage or healing per spell level to one damage/heal roll very rare: +3d6 damage or healing per spell level to one damage/heal roll legendary: +4d6 damage or healing per spell level to one damage/heal roll *cantrips are counted as 1st level spells. [/QUOTE]
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Community
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Mechanics of starting a combat & ending a combat
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