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Why exactly 1st level kobolds are scary (Smackdown)


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BTW, the easy way to take that kobold down despite his AC: true strike. :cool:

edit:
Example: 1st-level wizard, Dex 14, using a ranged weapon.

Will hit the kobold on a 6+ (or 7+ if he's the one the kobold's using his Dodge feat against).
Elves and halflings will have an even easier time hitting him (especially halflings: using the above wizard, we get: Dex 16, +1 with thrown weapons, +1 for being small --> hit on 3+ or 4+).
 
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Darkness said:
BTW, the easy way to take that kobold down despite his AC: true strike. :cool:
...

But why bother taking two rounds to kill them when you can just shoot these uber-AC kobolds with Magic Missile? A single Magic Missile should be able to take out a kobold.

Or better yet, take out the whole lot of them with Sleep, or Color Spray, or Hypnotism, or etc, etc, etc..

My point is these kobolds' AC is great, but their low HD still make them extremely vulnerable to a lot of spells. Spells that are very popular with low-level spellcasters to begin with. Upping their AC is a good tactic, but if they don't take out the party's spellcaster's first, they are done for.

Heck, it seems to me that now that low level monsters can cast spells in 3E, why not have THEM cast Sleep and Color Spray at the party??! That would certainly take out a group of low-level adventurers. Very easily too. Now THERE'S a reason why 1st level kobold spellcasters are scary. :eek:
 
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Larcen said:


But why bother taking two rounds to kill them when you can just shoot these uber-AC kobolds with Magic Missile? A single Magic Missile should be able to take out a kobold.

...
Magic missile is tricky, though; the little d00d has shield activated.
 

Darkness said:
BTW, the easy way to take that kobold down despite his AC: true strike. :cool:

edit:
Example: 1st-level wizard, Dex 14, using a ranged weapon.

Will hit the kobold on a 6+ (or 7+ if he's the one the kobold's using his Dodge feat against).
Elves and halflings will have an even easier time hitting him (especially halflings: using the above wizard, we get: Dex 16, +1 with thrown weapons, +1 for being small --> hit on 3+ or 4+).

I'm pretty sure gnomes and dwarves even get a +1 bonus to hit kobolds. Kobolds got the shaft!
 

Re: Re: scrolls

Originally posted by Xeriar

If they're made out of untreated, dry paper, sure.

Generally, I don't insult the intelligence of my wizard players to assume that their scrolls could catch fire in the event of a fireball or similar spell.

in response to my post,
"Problem with scrolls is that they burn. Item saving throws are very important."


Per the DMG page 199, scrolls have AC 9, 1hp, hardness of 0, and a break DC of 8.

They are FRAIL and will burn, crush, melt by acid, can be targeted by Magic Missles.. etc... Mages cannot make Scrolls that have much better statistics than those listed. If they do, they're not really scrolls.

If you have house rules about scrolls thats fine, but understand why the rules are as they are. Scroll are a trememndously powerful addition to a mage's ablitiy at a very low level. That is why they are vulnerable to distruction. Look at PHB page 135 about Vulnerablity to certain attacks. "its easy to light a curtain on fire or rip up a scroll."

Lets take a look at what a 36hp ( about average for a 10th level caster)damage fireball does to a characters stuff. Per DMG (varies) and Per PHB pgs. 135-136.

First player makes saves. unless special, he takes half damage if successful, full if not.

Now items.
Items take automatic half damage from Energy attacks. so down to 18 hp damage if fail save, 9 is succed save.

backpack= doesnt list leather in chart, i'd put it just below wood, so say hardness of 4 8hp/inch of thickness. So the average backpack has perhaps 15hp (saying its as sturdy as a Treasure Chest.) so if it saves it takes only 5hp of damage, thats 1/3 of its total. It's in bad shape. If it fails it's at almost 1/2 its hps. its is nearly useless, probably.

dagger on the belt= hard 10, hp1. if it saves it takes no damage, if it fails, it's destroyed.

Potions on the belt in iron flasks. if you treat them like a shortsword (generous, i'd think) if they save they're not damaged, if they fail they are destroyed as well.

Boots: less than a backpack probably, so if they save they probably at 1/2 full and if fail they are useless, though perhaps MENDING would work.

Longsword. hard 10, hp5. if saves no damage if fails it is destroyed as well.

Remember that even magical items have the same hardness and hp values (unless made of mithral or adamantine) as the above, they only have BETTER SAVES (DMG pg 176). So a single fireball could wipe out a lot of a person's equipment and magic.

Now you see why i say scrolls burn?

joseph Browning.

ps. my apologies for being off-topic, but i think people need to know what the rules state about items, and then they can decide to follow them or not. DM's perogitive.
 


Re: Re: Re: scrolls

jgbrowning said:
ps. my apologies for being off-topic, but i think people need to know what the rules state about items, and then they can decide to follow them or not. DM's perogitive.

You might want to brush up on the rules, yourself. Particularly the part that talks about a characters items (unless specifically targeted) not being damaged by spells such as fireball unless that character rolls a "1" on the saving throw.

Even then, you wouldn't be calculating damage for every item - there's a chart showing the order in which items are affected, and, IIRC, only one item is affected in this way.
 

Remember that even magical items have the same hardness and hp values (unless made of mithral or adamantine) as the above...

You're half wrong there. Items with Enhancement bonuses have 1 extra hp and hardness each, per Enhancement bonus. Thus, a Longsword with a +5 Enhancement would have Hardness 15 and 10 hps.
 

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