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General Tabletop Discussion
*Dungeons & Dragons
The Math of Cantrips with Saves
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<blockquote data-quote="thethain" data-source="post: 7104915" data-attributes="member: 6874561"><p>This is going to vary a bit based on lots of numbers.</p><p></p><p>But assuming you have a +3 ability mod, an attack roll at level 1 would be +5, while your save would be 13. The AC of creatures at CR <3 is going to be around 13 (on average) so that means you have to roll a 8+ (so a 65% chance to hit). Acid splash is a dex save, while poison spray is a con save. Assuming they have a 10 score in the one you target, they have to roll a 13+ to avoid the damage (so a 65% chance to hit).</p><p></p><p>However, those are all using super standardized values. Some creatures have crazy dex and con, some have really high AC and no dex. The advantage of spellcasters is you get to pick by varying your spells to target what you think the target might be vulnerable to.</p><p></p><p>The animated armor has great AC, but will have very average Dex/Con saves. (And is immune to poison...). The frost Giant might have OK AC,great Con saves but bad dex saves.</p><p></p><p>Basically just use logic, Does it seem hard to hit because of armor? Does it seem like it could dodge out of the way, does it seem able to shrug off damage. Target whichever defense is lowest.</p><p></p><p>Don't forget also that some conditions help one type of attack and not others. For example, being blinded grants attacks against you advantage (but doesn't affect saves).</p><p></p><p>As for damage types: Poison does have lots of resistances out there... Undead, dwarves, elementals, are all pretty common foes which will just be immune or resistant to poison. Acid is much safer, but still isn't as safe as force. No many foes out there resistant to force.</p><p></p><p>Also worth considering is that Attacks have 3 possibilities, miss, hit and crit, where saves either hit or miss. Attack spells do 1/20th more damage (even more if you can get advantage) than their save counterparts (before static modifiers).</p><p></p><p>In short - </p><p>Eldritch Blast - only weak on high AC or melee (w/o warcaster)</p><p>Poison Spray - Good damage, but almost every monster has some con bonus and poison resist is common</p><p>Acid Splash - good if they don't have high dex, but needs 2 targets or bad damage.</p><p></p><p>Shocking grasp is a really nice melee spell to have as it gets advantage if the target has metal armor, and prevents reactions, so you can withdraw after without provoking an attack.</p></blockquote><p></p>
[QUOTE="thethain, post: 7104915, member: 6874561"] This is going to vary a bit based on lots of numbers. But assuming you have a +3 ability mod, an attack roll at level 1 would be +5, while your save would be 13. The AC of creatures at CR <3 is going to be around 13 (on average) so that means you have to roll a 8+ (so a 65% chance to hit). Acid splash is a dex save, while poison spray is a con save. Assuming they have a 10 score in the one you target, they have to roll a 13+ to avoid the damage (so a 65% chance to hit). However, those are all using super standardized values. Some creatures have crazy dex and con, some have really high AC and no dex. The advantage of spellcasters is you get to pick by varying your spells to target what you think the target might be vulnerable to. The animated armor has great AC, but will have very average Dex/Con saves. (And is immune to poison...). The frost Giant might have OK AC,great Con saves but bad dex saves. Basically just use logic, Does it seem hard to hit because of armor? Does it seem like it could dodge out of the way, does it seem able to shrug off damage. Target whichever defense is lowest. Don't forget also that some conditions help one type of attack and not others. For example, being blinded grants attacks against you advantage (but doesn't affect saves). As for damage types: Poison does have lots of resistances out there... Undead, dwarves, elementals, are all pretty common foes which will just be immune or resistant to poison. Acid is much safer, but still isn't as safe as force. No many foes out there resistant to force. Also worth considering is that Attacks have 3 possibilities, miss, hit and crit, where saves either hit or miss. Attack spells do 1/20th more damage (even more if you can get advantage) than their save counterparts (before static modifiers). In short - Eldritch Blast - only weak on high AC or melee (w/o warcaster) Poison Spray - Good damage, but almost every monster has some con bonus and poison resist is common Acid Splash - good if they don't have high dex, but needs 2 targets or bad damage. Shocking grasp is a really nice melee spell to have as it gets advantage if the target has metal armor, and prevents reactions, so you can withdraw after without provoking an attack. [/QUOTE]
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