2d10

Not sure that's how physics works

Context: first session of Gamma 5 on Roll20. Party introduces ourselves to each other and we are brought into a slave pen. We are told that we must fight in an arena until only one remains. It was me, Mak the hawk man, coal the coal mining robot, a sewer monster, a rock man and a plant person. We had to fight a massive mutant boar and three scavengers. The boar was killed within one round, and I took a shot at one of the scavs

Me: I shoot my gauss rifle at the scav who is attacking the sewer monster
Gm: ok, roll for hit
Me: ok, 1d20+5; I rolled 12
Gm: ok, you lightly graze his leg, roll for damage
Me: ok, 2d10+6, 19
Gm: ok, so with the ball bearing you fired from your gauss rifle, you turned the scavenger into a paste against the arena wall

a partial list of real cleric spells merle highchurch could cast with his Ring of the Grammarian:

  • speak with dad (a spell that lets you speak with your dad)
  • mess heal (the only 9th level cleaning spell in existence)
  • scare the dying (insult to injury!)
  • raise dad (look at me. i’m the dad now)
  • meld into store (you have become one with costco)
  • farm (create a farm in an empty space in front of you. the farm can be up to 2d10 acres in size, and may produce any common farm products of the caster’s choice, taking the size of the farm and the suitability of the environment into account.)
  • find craps (when would you possibly need to use this, dear god)
  • bone of truth (……don’t ask)
Hobgoblin (AD&D)

Hobgoblins! Like goblins, only…hobbier?
Or rather, they’re bigger and stronger and…more orange than regular goblins. And I hear they’re highly militarized in structure.
But only the parts of the military that make them more evil.
Let’s take a gander, then!

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Tulchud’s Trick Arrow (by Squaplius)

[The following text is edited for clarity - Image source: elvenforestworld]

“What have you done to my arrow?! I spend months scouring the land for the perfect materials; northern ironwood for the shaft, the strongest dwarven steel for the razor-sharp head, and cockatrice feather fletching! I come home after a long day at the market, gathering supplies to begin the incantation, to find that my STUPID STUPID apprentice has soiled my beautiful arrow with some half-assed bouncing charm! I will have you flogged boy! I will see you-” -The last words of Urda, Elven fletcher

Tulchud’s Trick Arrow was created by a budding gnomish enchanter, using an arrow of incredible quality. Visibly; the arrow is slightly longer than a normal arrow, with a thick fletching of multicolored feathers. The shaft was painstakingly painted a royal purple, and resting just above the fletching, are what appear to be 3 glass marbles warped into the wood about an inch apart. The arrowhead is larger than normal, and appears to reach and wrap around the upper shaft with a steel tendril.

The magical properties of the arrow are strange indeed: 

  • Each marble embedded in the shaft of the arrow is charged with a spell that causes the arrow to ricochet off of any surface. There are three marbles, one for each bounce. 
  • When the arrow is fired, it will fire, laser-like, in a straight line until it comes into contact with a solid surface. It will then bounce off of it at any angle the user desires, up to 3 times, finally striking its intended target.
  • Roll once to hit the first wall, then once to pierce the target’s AC.
  • For the final roll against the target, roll with a -1 to hit for each bounce performed. 
  • The arrow cannot accurately bounce off of creatures, constructs, or soft materials including dirt. The material bounced off must be at least as hard as wood.
  • The user must be aware of the surfaces they intend to bounce the arrow off of, but they do not need to have those surfaces in their line of sight.
  • The arrow deals the normal damage for a longbow or shortbow, and cannot be fired from a crossbow. It requires longbow or shortbow proficiency to fire.
  • One marble (one bounce) recharges each dawn.

Tulchud’s Trick Arrow is as durable as steel, but if it is broken, it will shatter like a frag grenade and its fragments will become ricocheting shrapnel (2d10 piercing, range of 15 feet. Dexterity DC 15, take half damage on a success).

Clockwork Crab

Rarity: Very Rare

This item is a small crab construct, made of brass and gold with a wind-up key protruding from it’s back.  The crab must be wound every day to keep it functioning, and works on it’s own.  The crab will eat any debris and refuse it finds, and at the end of the day produces 2d10 cp, 1d8 sp, and 1d4 gp as waste that can be collected.  The crab has nearly identical stats as a normal crab, but it’s type is construct and it has 80 hit points.  If this item isn’t wound daily, it will go inert and take 10 damage every day. To restore the item to a functional use, it must be wound once a day to restore 5 hit points per day, until it is restored to functional use.  If the crab loses all it’s hit points, it is destroyed and will no longer function.

Encounter idea: Desperate goblins and a hungry bulette

Got a deadly encounter in mind for an upcoming session. Here’s the bare bones of the encounter. 

How would you expand on this encounter? 

THE SITUATION

This encounter takes place at a mountain range, where a small party of goblins hide atop a 40 ft. cliff to escape the hungry jaws of a bulette, which travels just beneath the floor’s surface. A few goblins have already been devoured by the bulette, which leaves a gaping sinkhole in its wake as it rises from the cliff floor to eat. The goblins want to leave, but are afraid to move or disrupt anything that may give away their location; any distraction which gives them a chance to escape is welcome to them. 

BEFORE COMBAT

To introduce the threat of the bulette, start the encounter by having the group discover one of the sinkholes it left behind. This sinkhole is 5 ft. wide, and is discovered near the cliff which hides the goblin party, so the goblins can observe the PCs actions. 

  • Investigation check to search for a specific thing near the sinkhole.
    • There is rubble around the sinkhole, so make the DC more of a challenge, if the thing the PC is looking for is present at all.
    • A PC may discover a trail in the earth where the ground bulges slightly. This is the route the bulette took after it burrowed.
  • Nature check to understand what beasts may leave sinkholes. 
    • Unless a PC is a ranger, survivalist, or has met a bulette before, compare the sinkhole to a badger’s tunnel but obviously more massive.
  • Perception check to get a closer look at the sinkhole. 
    • There is opportunity for a PC to spot specks of blood on the rocks, or a severed arm or finger of a devoured goblin. 
    • A PC may detect a slight tremor underneath them if a bulette is approaching. 

DURING COMBAT

The combat begins when a PC rolls poorly on a skill check that interacts with the sinkhole, or if rocks drop to the ground. Anything that would alert the bulette’s tremor sense of 60 ft. will trigger a surprise attack round. Once the bulette is active, the goblins will throw rocks down the cliff while hidden in order to drive the monster towards the party, and away from themselves. 

Bulette

  • SP: 40, burrow 40
  • STR (+4) / DEX (+0) / CON (+5) / INT (-4) / WIS (+0) / CHA (-3)
  • HP: 94
  • AC: 17
  • Standing Leap.
    • It can jump forward up to 30 ft. and it can jump vertically up to 15 ft.
    • If it jumps at least 15 ft. as part of its movement, it can land on a target. That target must pass a DC 16 STR or DEX save or be knocked prone and take 3d6+4 bludgeoning damage and 1d6+4 slashing damage. On a successful save, the target only takes half damage and isn’t knocked prone, but is moved 5 ft. away instead. 
  • Bite. (+7) to hit. 2d10+4 piercing damage.

The bulette will attack whatever target it deems the easiest to eat, goblin or PC. It will stay on the floor of the cliff to attack stragglers who fall off the cliff or fail to flee fast enough. Once it has eaten three targets, it will burrow away from the scene. 

When it burrows, the bulette leaves a 5 ft. sinkhole in its wake. The area 5 ft. around the sinkhole is considered difficult terrain, and the sinkhole is 15 ft. deep beneath the surface. 

Goblin

  • SP: 30
  • STR (-1) / DEX (+2) / CON (+0) / INT (+0) / WIS (-1) / CHA (-1)
  • HP: 7
  • AC: 15
  • Nimble Escape. 
    • Can take a Hide or Disengage action as a bonus action. 
  • Scimitar. (+4) to hit. 1d6+2 slashing damage.
  • Shortbow. (+4) to hit. 1d6+2 piercing damage. 

The goblins will never leave the cliff or reveal their spot if they can help it, and won’t share their hiding space with anybody climbing up to their spot. They will throw rocks to draw the bulette’s attention to the PCs, and will resort to shoving PCs off the cliff if needed. If the bulette hasn’t made an appearance yet and the PCs are getting close to the goblins, the goblins will attack from their hidden position with their short bows. 

Here are, as promised, the graphs for the various results.

This only covers neutral or advantaged rolls, but disadvantaged rolls are symmetric to advantaged rolls, so the math there is trivial. Also, players will probably make a lot fewer rolls with disadvantage than advantage over a campaign.

As I suspected, cases D and E are comparable. Case D is in general slightly better, spreads out more evenly, and trends higher, peaking at 14 (10%, 9.6% 13, 9.9% 15) instead of 13 (10.88% 13, 10.71% 12, 10.57% 14)

Using a d20 makes extreme results far more likely than any multi-die system, as expected. Reducing the number of extreme die results to make small modifiers shine more is the design goal of this system.

There’s probably more to unpack in these graphs, of course. But I think this makes the case that on a 2d10 D&D5 system advantage could be handled by adding a third die, rather than rolling twice.

athenaltena  asked:

Weapon question: Due to various story shenanigans my Vengeance Paladin managed to acquire an axe that does 2d10 worth of damage on one hit (I kid you not, that comes straight from the sourcebook) but the axe itself has been used for less than savory purposes since the previous owner is literally soulless and is a sociopathic killer. He also happens to be her biological brother. She's a little conflicted about this whole thing and whether she should keep it, so I'm curious for your take on it.

So long as it’s not a cursed, or liable to make her carry on her brother’s legacy, the she’s the one who decides whether it’s a tool in the service of Vengeance or just another outlet for murderers. Give it a new legacy, and assure the world your family is more than just the evil your brother put in motion.

Vox Machina Maximum Damage

cade110794 asked: Hey, what’s the most amount of damage each VM character can do, individually, in one round of combat?

Note that the spellcasters often have additional status effects or area-of-effect capabilities with their spells, so their damage totals are correspondingly lower. Keyleth, in particular, can do far more damage in a single round if we allow for multiple targets. Also, some spells and weapons deal much more damage against certain creatures than others, like Keyleth’s Tidal Wave overkill of the fire elementals or Percy’s Dragonslayer Longsword against Umbrasyl, but for the sake of this post, we’re taking those out of the equation.

These calculations assume:

  • Only damage to one target
  • Target has no vulnerabilities or resistances
  • Target fails all required saves
  • Target is not a structure
  • Circumstances allow the spells to be cast/weapons to be used
  • No special location circumstances
    • No random ice spikes jutting out for a target to land on, no roofs to fall off, etc.
  • Falling damage is maxed at 20d6 (PHB 183)
  • All attacks are critical hits
  • Critical Role’s spellcasting rules are followed
  • No reactions are used

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bruhjiit  asked:

can we talk about our favorite/memorable characters for DND? cus mine was a sorcerer named Milton who was so kind hearted and saw the best in everyone and convinced an evil cult to let him join their 'nifty club'

MILTON!!! perfect! i love the name! and man, I’m always down for joining gift clubs too :y 

but my favorite?? its gotta be my current boy, THE FINAL BORON. loves/lives in/eats trash, pet possum, SUPER stupid, like good god, has an orphanage for kiddos bc he was abused as a kid, got a super intense MUSCLE ROMANCE 

but most importantly. he’s got an AC of 19, has a +12 to hit, and his weapon does 2d8 (or 2d10) +9 damage and he can reroll for max damage, and can attack 4 times in a turn if need be. i love this beautiful bastard. like he’s just so op broken. love my beefmaster boys. 

Wizards’ Griffon

A magical mishap left this griffon permanently reduced to the size of a common house cat. 

N Small magical beast. (8lbs, 2′ in length, 6′ wingspan) 
Init +4 Senses: Darkvision 60ft, low-light vision, scent, Perception: +10
AC: 16 touch: 15 flat-footed: 12 (+4 Dex +1 Natural +1 Size) 
HP: 12 (2d10+0) Fort: +4 Ref: +8 Will: +2
Speed: 30ft Fly: 80ft (average)
Melee: Bite +6 (1d3-1) 2 talons +6 (1d3-1)
Space: 5′ Reach: 5′ 
Special attacks: Pounce, Rake +6 (2 talons 1d2-1) 
Str: 8 Dex: 19 Con: 10 Int: 5 Wis: 13 Cha: 12
BAB: +2 CMB: 0 CMD: 14 (18 vs trip)
Feats: Weapon Finesse 
Skills: Acrobatics +13, Fly +11, Perception +10 (Racial modifiers +4 Acrobatics, +4 Perception) 

A thought experiment on reducing Pathfinder monsters to hilariously inappropriate sizes. If anyone familiar with monster generating in pathfinder could check my math I’d deeply appreciate it. Used a combo of the monster advancement rules, and mythic reduce person.

Edit: bumped the str up a bit, fixed the bab math, gave it a cute bonus to cha

BRAIN IN A JAR

The brain in a jar is considered an undead creature. I guess the process that involves yanking a brain out of someone’s noggin and sticking it in a goopy container will kill the brain at some point. Temporarily at least. The brain is a good deal more potent in the jar than in the head, since the alchemical whatsits gives it some psychic juju to mess around with. It can communicate telepathically, implant suggestions, squeeze minds and float itself and its container around. It isn’t that happy about its situation though, and anybody who tries to read the brain’s mind will share its madness (Wisdom drain, yo).

Honestly, I find the fact that it has a fly speed a little disappointing. I really dig the idea of this seemingly inanimate object hidden somewhere in the room that’s dealing damage. Or what if you have a whole room filled with these fellas, all dealing 2d10 damage in one go. I think that sounds neat.

This seems like a considerably less powerful version of the elder brain and the demilich, to make things accessible to low-level characters.

My favourite “brain in a jar” story is a certain Lovecraft tale. Roald Dahl also wrote a short story (“William and Mary”) with an extracted sentient brain that was also quite unpleasant.

Happy Halloween, peeps.

Our DM just sent me this for approval after I sent him the base file so this will be Ireena’s new model and holy crap that is badass. That looks like an axe that does 2d10 worth of damage on one hit. Which we did not make up, by the way, those stats come straight out of the book from the character she acquired it from because of Plot. And it totally dwarfing her is entirely appropriate.

I knew I didn’t have the Photoshop skills to do anything that gnarly but that is perfect.

Passing Can Be Bad

Playing a homebrew based on Dark Heresy 2nd Edition, our characters just witnessed the most powerful man in the galaxy get his heart ripped out by someone who was supposedly killed hundreds of years ago.

GM: Okay guys, she lets you walk away. Roll an intelligence test.

Me, the techy/smart person: *fails roll, uses a fate point and passes*

GM: For everyone who passed, you realize as you walk away that the person who killed the most powerful man in the galaxy didn’t even draw a weapon. This realization that you are completely and utterly screwed causes you to take 2d10 insanity points.

Me: *rolls a 17, doubling my current insanity*

FML