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Check the latest playtest materials; it's been nerfed to a 10 minute training montage and it lasts 1 hour per class level now.
WHAT?!? D&D Next is dead to me, then. They had one last chance to get pandas right, and they broke my trust. The last of you fanboys out the door turn out the lights, m'kay?
 

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WHAT?!? D&D Next is dead to me, then. They had one last chance to get pandas right, and they broke my trust. The last of you fanboys out the door turn out the lights, m'kay?

Well, if you think the 5 minute montage was balanced, I don't want you playing the same game as me. Even if you're at another table. In another state. And I don't know you.

So good riddance.

Now to go make sure my 80s rock playlist is all squared away. Who am I kidding? Of course it is. It's never not.

Thaumaturge.
 

Second of all, the greataxe is useless. Look at it. 1d12. The maul and greatsword (which are otherwise similar to the greataxe) have 2d6. Just think about that for a second. The greataxe can deal 1-12 damage. The maul can deal 2-12 damage. In fact, if you do the math, 2d6 averages one point higher than 1d12. So why in the world would anyone use the greataxe?

The fighter two-weapon ability triggers off low damage - roll a 1 or a 2 and you get to re-roll the damage.

So greataxe gets to reroll on 1 out of 6 attacks. greatsword and maul gets to reroll on 1 out of 36.

Quite nice for two weapon fighters.

edit: unless there is a rule that applies the re-roll to either of the d6's in the 2d6 independently, but that seems mad to me.
 
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The fighter two-weapon ability triggers off low damage - roll a 1 or a 2 and you get to re-roll the damage.

So greataxe gets to reroll on 1 out of 6 attacks. greatsword and maul gets to reroll on 1 out of 36.

Quite nice for two weapon fighters.

edit: unless there is a rule that applies the re-roll to either of the d6's in the 2d6 independently, but that seems mad to me.
It lets you re-roll a damage die if you roll a 1 or 2 on that die. That means the 2d6 has a much higher chance of re-rolling. I did the math before this thread started. With that feature, the greataxe's average damage is one full point behind (7.3 to 8.3, in fact).
 

It lets you re-roll a damage die if you roll a 1 or 2 on that die. That means the 2d6 has a much higher chance of re-rolling. I did the math before this thread started. With that feature, the greataxe's average damage is one full point behind (7.3 to 8.3, in fact).


I really feel like it's meant to encompass the entire weapons damage dice (as in you have to roll 2-3 on the 2d6 to reroll it). Has it been verified either way?
 

It lets you re-roll a damage die if you roll a 1 or 2 on that die. That means the 2d6 has a much higher chance of re-rolling. I did the math before this thread started. With that feature, the greataxe's average damage is one full point behind (7.3 to 8.3, in fact).

Well, I've never had a problem with going with what I personally think an intent is, rather than attempting to parse grammar precisely to do so. I wouldn't want to be in a position where I was deciding what the rule is for anyone else though.

Cheers.
 

My character uses a greataxe and will continue doing so no matter the lesser damage, or any other insults that wizards bestows upon axes, yet again, in yet another edition of D&D. I totally concur with GX Sygma. If they wanted to differentiate the three great weapons, they would be better off doing it via fighting style benefits.

I also don't like the fact that greatswords and maul uses roll 2 damage dice, it makes them more reliably attain their average expected damage, and extra dice rolls slow the game down. The d12 becomes another seldom used dice yet again. In one of the earlier playtest packets dwarves got to upgrade their damage dice a step for axes, 2d6 was a very good insurance against rolling a natural 1 for damage on a d12 weapon.

If anything, axes should do 2d6 instead of swords. The chance of doing the least amount of damage is minimized since the impact is concentrated in one area of the weapon. Swords can graze their target more readily than a solid axe hit can.


Barbarian's Brutal Critical, Half-Orcs Savage Attacker, and Savage Attack Feat will make axes a more optimal choice (PHB).
 

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