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Do weapon masteries even work with that cantrip?
that is not a game problem, that is people problem.
well, you are willingly making your life difficult with using true strike with cleave. Either house rule it that is basically same attack and should use same modifiers or try to avoid situations like this if someone cant keep track of it.
If people don't mind the "marginal math" of 5 or more, then I would do this for every mastery.here is a Topple idea:
when you beat your target AC by 5 or more, you can knock it prone. No save. No extra rolls.
I never said they were.why do you think that those 2 things are mutually exclusive?
Want your cake and eat it, too, huh?why cant people have fun in roleplay and story of the game and still want complicated and more immersive combat?
And rules can support that if you don't want to rely on fiat, but do you need an ability for it?It sure benefits the story of your character and immersion when you can bash your opponent with your shield, send him flying 15ft and dropping prone while dealing some damage instead of; "12 damage", next attack; "13 damage", next; miss...
New players or old player, looking for memes during session is kind of bad manners, especially in combat where your focus is required.A common people problem if you play with new players
Cleave should really be same modifier by default rules.I did not say they could not keep track of it, I said it was difficult to keep track of ..... and I even made a mistake in the part you quoted (which I now corrected).
There are a number of houserules that would make it easier, but we are not really talking about houserules here. RAW they can make it a single modifier by using a pact weapon, but that requires another Invocation though.
Even if it is a single modifier, you have different damage modifiers for the main attack and the Cleave attack and as we have seen with 10 years of two-weapon fighting this kind of thing is very difficult for new players to wrap their mind around (and program their character sheet around).
New players or old player, looking for memes during session is kind of bad manners, especially in combat where your focus is required.
Than your DM is doing it wrong!Yep, the goal posts shifted. Now, instead of missing a lot, your damage is usually inconsequential and it takes many hits to defeat a foe. In the long run, combat takes about the same amount of time really.
FWIW, the average AC is 13 in tier 1, and +2 to AC per tier (so 19 in tier 4) roughly. Given bonuses, this equates to the roughly 65% success rate in combat (+/- 5%). Frankly, I find the "new way" more boring than missing.
My personaly preference is for a success rate around 1/3. I would rather be happily surprised when I hit, not bored that "oh yeah... I hit again... and again... and again" because in practice, with spells, advantage, etc. that 65% is usually closer to 75-85% IME. BORING!!!
Maybe something like this would help:Slow and Sap are very difficult to keep track of in large battles, especially when the battle is fluid you have multiple people applying them.
1 | 2 | 3 | 4 | 5 | 6 | |
Pc | Slow | |||||
Npc | Sap | |||||
PC2 | Vex | Vex | Vex | Vex | Vex |
You bet!Than your DM is doing it wrong!
We do it a little different. We let HP work as intended, and the to-hit chance reflects that. However, at +10 is when you get a critical and that is the actual dangerous hit. That takes off of bloodied hit points, which you have much much less of.You bet!
For a long time, our house rule was all attacks are made with disadvantage, all saves made with advantage, and CON doesn't add to HP.
It was FANTASTIC!!!!