simple rules question

npiccini

Explorer
This might be the simplest rule question ive ever posted but here goes....

A cleric attacks with his mace (Str 17) and his to hit is +5 (+2 prof, +3 STR) right?

A wizard attacks with magic missile (Int 17) and his to hit is +3 (+3 INT) right?

Ok so characters go to second level and everything scales by 1 so does that mean for magic missile the to hit is now +4 (+3 INT, +1 for 1/2 level)? as well as the Cleric?

I can't see where this is directly addressed anywhere but i would assume since otherwise the wizard's powers would never be useful after a certain level if he was always attacking with +3.

I know it says this for melee and ranged attacks but is it the same for wizards and casters?

Also do they gain nothing for the proficiency of their implement?
 

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PHB p26
All attack rolls are calculated the same way.
I.e. 1/2 level + stat + other modifiers

Implements don't add proficiency bonus to attack rolls (if your implement just so happens to be a weapon) with powers with the implement keyword.
There may be points of contention, but it's almost certainly rules as intended.
 

My answer for this was that armor class values have the potential to rocket upwards with gear, while the other defenses, which spells usually target, tend to advance only with stat increases and level, which casters increase with their own stat increases and implement usage.
 

In a recent thread, someone showed a large number of monster statistics. I believe that the average Armor Class some somewhere around 3 higher than other defenses.

I think it kind of evens out, as long as you are proficient with the weapon.
 

As mentioned above the clerics and the wizards attacks scale at the same speed.

I checked the average defense of all the monsters and it came out at:
AC -1.4 for fortitude,
AC -2.8 for reflex
AC -3.1 for will

So, the wizard is better than the cleric if he is attacking reflex and will compared to the cleric. It should be noted that reflex typically is as high as AC on skirmishers/artillery. Soldiers typically have 4 higher AC than reflex/will. In other words, if you can make a character that has the option to attack multiple defenses, its a good idea. That way you can target the weakest defense the whole time.


 

My answer for this was that armor class values have the potential to rocket upwards with gear, while the other defenses, which spells usually target, tend to advance only with stat increases and level, which casters increase with their own stat increases and implement usage.
All magic neck items add to fort, reflex and will defenses. This keeps all of the defenses about on par, as long as you regularly upgrade your neck and armor items.
 

Ok so characters go to second level and everything scales by 1 so does that mean for magic missile the to hit is now +4 (+3 INT, +1 for 1/2 level)? as well as the Cleric?
<snip>
I know it says this for melee and ranged attacks but is it the same for wizards and casters?
Also do they gain nothing for the proficiency of their implement?

Short answer: Yes, you do add the 1/2 level bonus to casters' rolls to hit.

As for implements, you don't add a proficiency bonus to their spell attack rolls. If the implement can be used as a weapon that the character is proficient with (staff, pact blade), then add the normal weapon proficiency bonus to their melee attacks with that weapon. If you are lucky enough to find a magical implement, then whatever magical bonus that confers is also added to hit and damage with spells cast using that implement.
 

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