IgnatiusJ.Reilly
Explorer
I certainly haven't noticed the PHB errata on Glyph of Warding. "The effect needn't be harmful", oh my, now that opens a world of possibility.
By 1 point at Brutal Critical 2 and 3 points at Brutal Critical 3. I'm not going to tear my hair out over it.And secondly, this leads to some rather absurd situations like a two-handed Longsword out-critting a Greatsword.
Greatsword is more reliable, greataxe is swingier. Lets you choose your style of play.Why would they care if people use the greataxe or not? If it was an issue they'd just make both a d12 (or both 2d6).
Um... why not? Weapons are after all what the critical hit rules operate on. Give them a little credit.I doubt they sat around considering weapons when they designed the critical hit rules.
I don't think it is beneficial, or accurate, to evaluate these two weapons in a vacuum. There are many system aspects (racial, class, and feat options just off the top of my head, maybe others) that impact how they function. That's important, IMO.The 0.5 damage difference between the greatsword and a greataxe is insignificant. It takes the better part of a campaign to roll enough for the bell curve to matter enough for the extra 1/2 damage
It's not "niche protection" to provide two actually different options - like the greatsword with its higher minimum damage, higher average damage, and comparatively more likely to be average or near to it damage, and the greataxe with its lower minimum, lower average, and comparatively higher chances of rolling low or high damage - that gets a further bump in difference if you play a barbarian and choose the axe, which is incentivized because axes are perceived as fighting the barbarian archetype more strongly than swords.Yes, it gives the Greataxe a niche, but niche protection is largely an outdated philosophy.
"Absurd" is subjective, as is "out-critting". For instance, comparing 3d10 to 5d6 I know that I would pick the 3d10 because I like the higher chance of getting near the maximum and don't mind the greater risk of getting near the minimum, while my buddy that plays a barbarian would choose the 5d6 because it is less likely to roll below average and has a better "worst" result - the difference primarily being that I believe I am lucky, and he believes his dice hate him.And secondly, this leads to some rather absurd situations like a two-handed Longsword out-critting a Greatsword.
Because why put an option in the game besides so that people use it?Why would they care if people use the greataxe or not?
I recall one of the WotC guys, I think it was Mearls, saying that the reason the rule worked like it did was to incentivize people playing barbarians that use axes because that's the archetypical D&D barbarian (see, as an example, the barbarian art in the PHB).I doubt they sat around considering weapons when they designed the critical hit rules.
Me too. I assume this means that there is something else in concept (another setting or...?) were spiked armor would be usable by more than just Battleragers in the FR....
The Spiked Armor only being a weapon for Battleragers bit is very strangely worded. ...
You already know how to fix this, but let me offer up a suggestion.I really dislike this change:
Glyph of Warding (p. 245).
The first sentence clarifies that the magical effect needn’t be harmful. The final two sentences of the first paragraph now read as
follows: “The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet
from where you cast this spell, the glyph is broken, and the spell ends without being triggered” (6th printing).
In my campaigns, the Red Wizards often ward envelopes and scroll-cases against prying eyes. This change completely removes that functionality.