Gamer Forger Listener Email: Name: Sam Hutchinson Comment: I've got a character who needs more melee weapon damage. What kind of things can you do to increase the damage? Gamer Forge Response: When it comes to putting that extra force behind your swings, DCR says: 1. A nasty combination of getting a ridiculously high melee damage output would be combining the feats Improved Initiative, Death Blow, and Improved Trip, along with a weapon called a Ghost Head Broadsword, can raise your muscle to its upper limits. Improved Trip states that a successful trip attempt results in the character NOT having used the attack action for the trip attempt. Death Blow states you can make a coup de grace as an attack action, not a full-round action. The GHBS features a 1d10 damage with a times 3 critical multiplier and an 18-20 critical threat range. So, quick math reveals (1d10+STR+magic+feats) x 3 x (z) = OMG! Where z=number of attacks per round. A coup de grace is considered an automatic critical hit. Who says junior high math doesn't pay off? Another option requires a significant purchase or, alternatively, a great deal of looting. The epic items, Gauntlets of Relentless Might, and Headband of Perfect Excellence should get you licking your chops. The Gauntlets give you a boost of +6 to STR and CON, while the Headband give you a whopping +6 to STR, CON, and WIS. Great for monks! Because, twinking your characters, that's why. ....and players wonder why some of this stuff didn't transfer from one edition to the next. Gamer Forger Listener Email: Name: Louis Christie Comment: The Player's Handbook states that you can get "bonus spells" for certain ability scores, but does that mean more spell slots/spells per day, more spells known, or both? Gamer Forge Response: Can you spell slots? Get it? Spell? Slots? Yeah, us neither. DCR says: 1. Bonus spells gained through a high attribute do NOT grant additional spells known. Only spells per day. A "wizard" can know any number of spells that they have in their spell book, but only that many. They can't spontaneously know more. Conversely, a sorcerer has innate knowledge of spells, but cast via force of personality, not knowledge. Making a sorcerer smarter won't change anything. Also, bonus spells also doesn't grant you access to spells of levels you don't know yet. Example: a first level wizard who has bonus spells up to third level, doesn't start off knowing third level spells. Once they can cast a third level spell (at level 5, if memory serves), then they can utilize the bonus spells (per day) for their high intelligence score, thus casting more spells per day than the standard wizard. ...again, none of this grandfathered in to the fourth edition. Gamer Forger Listener Email: Name: George Stevenson Comment: A lot of the time I find that my players are using their knowledge about the game to there characters advantage even when the character would have no way of knowing certain information. Here is an example. Trolls do not regenerate when struck by acid or fire damage. A lot of times I find that my characters always carry around a vial of acid or a fire spell just in case they meet a troll. When they have never faced a troll ever in the life of their character. Another example would be when the characters find a portal that is blood red, a player will say, "That portal will take us to the Abyss!!" and BAM the surprise is gone. There's more but I'm not going to make a huge list of examples. I mean I'm really glad that my players take the time to read up on this stuff but sometimes it ruins the suspense and belief of the game, I mean how would a half Orc barbarian know that a certain marking on a wand means its a Wand of Burning Hands? My question is this: How do you get players to use character knowledge instead of player knowledge? Gamer Forge Response: The ultimate thin red line between playing and cheating: metagaming. DCR says: 1. Describe monsters as if you don't know what it is. A very common (and very easy) pitfall of gaming is players like to spend time immersing themselves in the lore of the world in which they play. It isn't good or bad, it's just something everyone does. Counterbalance this by no longer assigning the common name for the enemy the first few times they encounter it. Don't call a "gnoll" a "gnoll". Getting the players in the spirit of the world starts with the Dungeon Master getting in the spirit of the world. However, once the characters have been around for a while and survived a good deal, it's cool to let them know aspects of creatures, especially commonly encountered creatures. 2. If you feel that the metagaming crosses the line into cheating, the next step is to not let the players assume the have the advantage. Remember the old adage about "assume"? It makes an "ass" out of "u" and "me". The moment someone makes the assumption they have the advantage, they will behave as if they do. Another easy pitfall. At the early stages of the game, players assume they know exactly how to entice the goblin king out of its cave? Put the kibosh on that by saying, "Roll me a (insert relevant lore check here), please." If they succeed reasonably at the check, then they can know some of the information on the goblin. Otherwise, they don't know, and can respond with something like, "Find another option, please." Certain aspects of logic are enforceable! 3. You will never fully be able to curb it. You can't make players forget what they learned about the game unless that player is Homer Simpson, or you have a fondness for causing head trauma. But we don't judge, either way. *Bonus XP: Still feel like you're not doing enough melee damage? Try this little tidbit: the D&D 1st edition rules on an assassin sub-class allow for a special attack that can kill an enemy outright, regardless of how many hit points they have. The player has a percentage chance, based on level, of successfully using the attack. Even better, if the attack fails, he/she still deals normal sneak attack/backstab damage. A little house rule can transfer this into a more current rule system. The assassin starts with a small percent chance of killing the target, say 25 percent. Then every other level thereafter, that percentage goes up. So, around 10th level, they may have a 50 percent chance of assassinating the enemy. Now, if that doesn't whet your appetite for destruction, then maybe you start seeing a shrink. Just saying.
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