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Post by Joseph Barros on Feb 18, 2014 17:37:27 GMT -8
Maximized dice is already accounted for in the formula for Dc which is Dc=DH-Average crit damage; Average crit damage is not calculated like average damage on a hit. Average crit damage is maximized damage + mods + average crit bonus. He makes that pretty clear, though I wonder if it shouldn't read Average crit damage-DH to avoid getting a negative number. In any case (MD+Dc) as you typed out is adding maximized dice twice. I do see what you mean about HR-CR. He's double dipping there. So maybe this: AD= (HR-CR)*Dh + (1-HR)*Dm + CR * Dc Dc= (Average crit damage - DH) Here is more.
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Post by kore on Feb 18, 2014 20:33:42 GMT -8
Oh, I didn't clarify, I meant Dc to be the true average of actual rolled dice on a crit, not the average of rolled dice on a crit plus maximum regular dice (and modifiers). Thus, maximize regular damage dice and add average critical dice all multiplied by the crit rate. This yields the average crit damage on a to-crit basis. You then add that to the average regular damage on a to-hit basis (less the to-crit ratio) and the average miss damage.
1.00*AvgDmg = (HitRate - CritRate)*AvgHitDmg + (1.00 - HitRate)*AvgMissDmg + CritRate*(MaxRegDmg + AvgCritDmg)
AvgHitDmg: Average of dice plus all static modifiers. AvgMissDmg: Whatever that may be but if it has dice it's the average of that and/or static modifiers; this is usually zero. MaxRegDmg: Maximized dice plus all static modifiers. AvgCritDmg: Average of extra dice rolled under critical-hit condition plus any critical-hit specific static modifiers.
1.00 - HitRate = MissRate HitRate + MissRate = 1.00 CritRate: A subset of HitRate and should be used to calculate damage on a critical hit separately from a regular hit.
1.00 = (HitRate - CritRate) + (1.00 - HitRate) + CritRate 1.00 = HitRate - CritRate + MissRate + CritRate 1.00 = HitRate + MissRate
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Post by Brian Williamson on Mar 5, 2014 12:21:04 GMT -8
Question:
If an ability states that it keys off of my ability score modifier, I just use the mod from my ability score and do not include 1/2 my level, correct?
Specifically, I get a bonus to AC vs. OA's as an Artful Dodger equal to my CHA modifier (+3). Even at level 2, that should still be +3 is what I'm thinking...
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Post by Joseph Barros on Mar 5, 2014 13:07:52 GMT -8
That is correct. Otherwise you'd be double dipping because your AC already benefits from a half level bonus.
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Post by Brian Williamson on Mar 17, 2014 21:09:59 GMT -8
As we were finishing up last game, we started talking about skill training. I think it's a good idea for us to try to optimize which skills our characters are really good at, especially because we're playing in a smaller party. If you guys are up for it, I think we should post up what our skill bonuses are so we can see if there are any gaping holes or if we have any areas over-covered.
Below are Rigel's skills. Items in purple are trained by default, red are trained, and blue could be trained, but aren't. Skills in black are not available to rogues.
Acrobatics +13 (crazy useful and a big part of my character. This one stays.) Arcana +0 Athletics +1 (kind of overlaps with acrobatics) Bluff +9 (good social skill and actually functions as a combat skill for rogues sometimes) Diplomacy +10 (wouldn't mind switching for streetwise) Dungeoneering +1 (forage and aberrant monster knowledge. Kinda meh, and doesn't scream Rigel to me) Endurance +1 Heal +1 History +0 Insight +1 (could easily swap for Perception if we need) Intimidate +4 (both Balasar and Cathal are better at this than Rigel, numerically and character-wise) Nature +1 Perception +6 (could easily swap for Insight if we need; I've read perception is more important) Religion +0 Stealth +11 Streetwise +5 (wouldn't mind switching for diplomacy) Thievery +13
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Post by narutoanbu on Mar 19, 2014 18:54:14 GMT -8
Cathal ULD
Acrobatics +10 Trained Arcana +0 Athletics +11 Trained Bluff +6 Trained ( found out it can be used for gambling so yeah I now desire it. Diplomacy +1 Cathal has been in the drow society for most his life haha talking is not his strong point. Dungeoneering +3 Endurance +2 Heal +3 History +0 Insight +3 Intimidate +3 Actually I am not better haha Cathal is more if you have an issue then lets fight it out. not so much I am going to scare you. Nature +3 Perception +8 Trained Religion +0 Stealth +12 Trained Streetwise +1 Thievery +10 Trained
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Post by narutoanbu on Mar 19, 2014 19:00:40 GMT -8
Zaphira
Acrobatics +1 Arcana +7 Trained Athletics +1 Bluff +4 Diplomacy +9 Trained Dungeoneering +5 Endurance +1 Heal +10 Trained History +2 Insight +7 Intimidate +4 Nature +7 Perception +7 Religion +7 Trained Stealth +1 Streetwise +4 Thievery +1
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Metagaming
Mar 19, 2014 20:48:37 GMT -8
via mobile
Post by Brian Williamson on Mar 19, 2014 20:48:37 GMT -8
Nice. From what I remember of what Rob said about Balasar's skills, we sound pretty rounded.
Also, dont' forget that Joseph houseruled Intimidate so you can use STR instead of CHA.
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Post by Joseph Barros on Mar 20, 2014 20:44:40 GMT -8
And endurance. Like this:
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Post by Joseph Barros on Mar 20, 2014 20:49:52 GMT -8
Just so you understand the real value of your scores the DC table I use is the one from Dragon #391. It's the official table everybody should be using, but for whatever reason it wasn't included in the errata. It is in the Rules Compendium though.
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Post by Joseph Barros on Mar 20, 2014 20:58:14 GMT -8
Cathal ULD Bluff +6 Trained ( found out it can be used for gambling so yeah I now desire it. You fail at life. Actually, Drow are known for being exceptionally cunning and diplomatic. A Drow House's skill at diplomacy will be the difference between being a house that lasts multiple generations and one that doesn't. Kind of like The West Wing meets Survivor. That said, since it's such a strictly matriarchal society, the fact that you are playing a male Drow might better explain poor diplomatic skills.
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Post by Brian Williamson on Mar 21, 2014 12:12:37 GMT -8
And endurance. Like this: "Get off my obstacle, Private Pyle!" Are you saying that I can use CHA for Endurance?
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Post by Joseph Barros on Mar 21, 2014 15:48:33 GMT -8
No I'm saying that you can use Endurance instead of CHA for intimidate checks. Because I find it funny.
That said, given the right circumstances and a well thought out plea, I could see the potential in attempting to use CHA or even WIS for some endurance checks. But as an official rule, no.
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Metagaming
Mar 21, 2014 18:11:33 GMT -8
via mobile
Post by Brian Williamson on Mar 21, 2014 18:11:33 GMT -8
Got it. I remember you saying that now.
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Post by narutoanbu on Mar 26, 2014 14:42:00 GMT -8
um how do I fail at life? I need more stuff to do in towns and if you remember it was through Cruelty and fear that they got Lolth's favor. Yeah they must have DROW diplomatic skill. I am basing my character on a outside world view. The way a drow is diplomatic and the way the outside world is diplomatic is VERY different. having read the Drizzt books of him in Menzo I would even go as far to say that drow diplomacy is more based on bluff and intimidate then actual diplomacy.
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