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Topics - Iainuki

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1
See the front page: http://dndtools.eu/

I've been wishing for more powerful queries on dndtools.eu for a long time, so as far as I'm concerned, this is great news.

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Handbooks / The Mathematics of Power Attack
« on: January 04, 2014, 03:19:14 PM »
The TL;DR of this guide: Using basic calculus to find the maximum of damage as a function of the Power Attack penalty, I derive equations for how much damage Power Attack adds.  I also show that the case with multiple attacks at the same attack bonus with a two-handed manufactured weapon is the best possible case for Power Attack and that with BAB-based iteratives, TWF, or natural weapons, Power Attack adds less damage. In the best possible case, once you have more than 20 damage from other sources, your hit chance needs to be off the RNG, at the maximum of 95%, to get more damage from Power Attack than you would from Weapon Specialization.  With some reasonable assumptions about damage from magic items and Strength, anything that adds damage without attack bonus makes Power Attack useless.  Power Attack can add damage when you're below a certain level and have certain abilities or effects that add attack bonus and damage, though only with weapons with small enough damage dice; with abilities, effects, or circumstantial modifiers that increase hit chance but not damage; against enemies with unusually low AC; and in combinations that increase its multiplier, remove the attack penalty, or both.

The Mathematics of Power Attack

The discussion thread is here: http://www.minmaxboards.com/index.php?topic=12230.

4
I'm branching this topic off another thread because what I have to say here isn't relevant to the original.

I always find it odd when folks make comments about things being broken, but then encourage rocket tag by having poor defenses. :p

The degree to which a system plays more like rocket launcher tag or more like padded sumo is a property of the system, not something that can be affected by character-building decisions.  The system determines the optimization landscape in which characters are built.  3.5 is a system with SoDs, if you fail a save, you're out of the fight.  What happens if you build a character with good defenses?  You're diverting character resources to defenses from somewhere, usually offense.  Is this a good trade?  When it comes to your offense, you need to optimize more or less one thing, usually your weapon damage or your save DCs.  At a basic level, this is usually controlled by one ability score, Str or a key spellcasting ability.  When it comes to optimizing your defenses, you need high AC; touch AC; Fort, Reflex, and Will saves; HP; and ability scores, to protect against being taken out of combat by ability damage, drain, and penalties.  AC, saves, and HP are controlled by three ability scores, Dex, Con, and Wis, and that doesn't count the ability damage/drain/penalty problem.  If you neglect any aspect of your defense, there's some monster that will kill you outright.  If you have great Fort and Will saves, that won't stop an ettercap from gluing you to the floor with web.  I have a friend whose gnome druid dumped Str (it doesn't matter, right, because of wild shape?) and died to shadows.  If there are no-save-just-dies in play, not even the above stats will save you, you'll need blanket immunities too.  In 3.5, it's easier to be good at attacking than it is to be good at defending.

That's not the end of the problems.  There are usually three other people in your party, and regardless of how you build your character, nothing will stop one of the other players from building a squishy-as-all-get-out gray elf wizard with high save DCs, good initiative, terrible HP, terrible Fort save, and dumped Str and Cha.  If your opponents have a choice between attacking you and the wizard, they'll hit the wizard and all the resources you spent on your defenses will be wasted.  It's worse than that, though.  If the wizard wins initiative and sticks an SoD, both of you will be fine.  If you win initiative and hit a monster with your less-maxed-out-offense, your opponent has a higher chance of surviving and doing something unpleasant to the wizard.  In 3.5, the best defense really is a good offense.  And, finally, even if your entire party builds defensive (and how often does that happen?), the Monster Manuals are still filled with glass cannons and puzzle monsters.  It's very hard to stop all of those from killing you with defenses, because you have cover every avenue of attack, and easier to strike first and kill them before they kill you since their defenses are a joke.

The DM can change this equation because the DM controls the rules, the opposition, and the world.  However, players can't, not by building defenses.   There is something that players can do, though, to mitigate 3.5's rocket-launcher-tag aspects, and that is avoiding what I call action multiplication, abilities that give extra actions you can then use to attack.

As for WRT [white raven tactics]. It's fantastic. It doesn't have to be broken.

Yes, it is.  The single most important rules change that Tome of Battle introduces has nothing to do with the classes in the book, it's the potential to graft white raven tactics onto the core full casters using Martial Study.  In core + TB only, you can even set it up so you get Martial Study (white raven tactics) with loremaster at the lowest possible level, 10.  By setting up a big white raven tactics circle, four core full casters can throw eight spells with the potential to end combat in the first round.  If they have belts of battle (MIC), that goes up to twelve spells.  With a 5-minute workday, they don't ever have to worry about running out of spell slots, but realistically even if they're fighting four encounters a day, it's overwhelmingly likely that one of the spells will stick long before they need to run through the full twelve, saving slots for future encounters, and there are things like pearls of power they can use to ensure they have sufficient slots.  This is wildly, dramatically imbalancing.  What kind of CR 10 opposition can withstand that?  How high do you have to increase the EL to challenge that kind of party?

Action multiplication increases the advantages of offense over defense, literally multiplying the power of your offenses by giving you more chances to use them, and increases the advantages of going first by making actions lumpier, since everyone is now taking two or more actions in the same turn.  It makes the rocket-launcher-tag nature of 3.5 vastly worse.  Players can make their DM's life easier and the game more fun by avoiding action multiplication abilities, including white raven tactics.

5
I'd like some confirmation there aren't rules lurking in some source I didn't check.

The relevant rules:

http://www.d20srd.org/srd/feats.htm#metamagicFeats:

"If the spell’s normal casting time is 1 standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell."

"A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast."

I thought this was a general rule about spontaneous casting, but it's not clear that it is.  A lot of non-core classes say they cast "like a bard" or "like a sorcerer" so they may inherit these restrictions.  However, what about abilities that give spontaneous casting to clerics, druids, and wizards?  Are they exempt from the metamagic restrictions when they're casting spontaneously just so they can dominate the spontaneous casting classes even more thoroughly than they do already?  Can druids apply metamagic to SNA without increasing the casting time?

http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundCastaSpell:

"Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard. Note that this isn’t the same as a spell with a 1-round casting time—the spell takes effect in the same round that you begin casting, and you aren’t required to continue the invocations, gestures, and concentration until your next turn. For spells with a longer casting time, it takes an extra full-round action to cast the metamagic spell.

Clerics must take more time to spontaneously cast a metamagic version of a cure or inflict spell. Spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is a full-round action, and spells with longer casting times take an extra full-round action to cast."

This echoes the metamagic feats section.

http://www.d20srd.org/srd/feats.htm#quickenSpell:

"This feat [Quicken Spell] can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

This rule is worded better and makes it clear that no spontaneously-cast spell can be affected by Quicken.  However, it implies that rules about applying metamagic increasing casting time apply to all spontaneously cast spells, which is not what the rules in the section on metamagic feats say.

I checked the PH and it has the same version of the rules as the SRD.  The RC rewrote some of these rules to remove the specificity to bards, sorcerers, and clerics.

"Spontaneous spellcasters, including those who normally prepare spells but can spontaneously cast particular spells, must take more time to cast a metamagic spell—a spell enhanced by one or more metamagic feats. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a spontaneous spellcaster. This isn’t the same as a 1-round casting time—the spell takes effect during the same turn that the spellcaster begins casting it. Metamagic spells that have a longer casting time take an extra full-round action to cast spontaneously." (125)

"Since spontaneous spellcasters don’t prepare metamagic spells in advance, they must apply a metamagic feat on the spot.  If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a spontaneous spellcaster. This isn’t the same as a casting time of 1 full round—the spell takes effect during the same turn that the spellcaster begins casting it. Metamagic spells that have a longer casting time take an extra full-round action to cast spontaneously." (139)

In none of these rules is there any statement that when a spontaneous caster applies a metamagic feat to featherfall or a spell with a swift- or immediate-action casting time it changes the casting time.  I assume this mean that spontaneous casters don't get ganked on metamagic, but only for swift- and immediate-action spells.

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Gaming Advice / Looking for a handbook/guide on precision damage
« on: November 04, 2013, 11:16:49 AM »
At one point I found a thread or guide that discussed precision damage as a whole, including sneak attack, sudden strike, and skirmish, and had a bunch of suggestions on optimizing it.  I think it was on GitP, but I can't remember the exact title and can't find it with Google, so I'm hoping someone else remembers what I'm describing. 

Edit: Found it, http://www.giantitp.com/forums/showthread.php?t=157722.  Why was that not appearing in Google searches for "precision damage"?

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Gaming Advice / Several questions about turning and rebuking
« on: September 22, 2013, 03:42:08 PM »
I'm trying to write something on optimizing turning and rebuking and running into a couple of different problems.  Note that here I'm talking about actually optimizing turning and rebuking, not figuring out ways to spend turn/rebuke attempts on something else.

1) The existing discussions of turning aren't structured well and aren't comprehensive.  The Comprehensive Guide to Turning, http://community.wizards.com/forum/previous-editions-character-optimization/threads/979911?page=1 has been mangled by WotC's multiple board changes and wasn't well-organized or complete to start with.  I've filled in some of its holes with the 3.5 Cleric Handbook, http://www.minmaxboards.com/index.php?topic=1238, and some GitP threads, http://www.giantitp.com/forums/showthread.php?t=106249 and http://www.giantitp.com/forums/showthread.php?t=141266.  Are there better resources I haven't found?  What abilities that help you turn creatures with more HD, turn more HD worth of creatures, or turn more types of creatures are there that I haven't already found?  (See the lists below and my second question for what I already have.)

Bonuses to Cha checks: Circlet of persuasion, admiral’s bicorne (St 131), marshal’s (MH 12-13) motivate charisma aura, Nymph’s Kiss (BE 44).

Turn other kinds of creatures:

• Air, domain: turn earth creatures, rebuke air creatures.
• Earth, domain: turn air creatures, rebuke earth creatures.
• Fire, domain: turn water creatures, rebuke fire creatures.
• Water, domain: turn fire creatures, rebuke water creatures.
• Plant, domain: rebuke plants.
• Cold (SC 271), domain: turn fire creatures, rebuke cold creatures.
• Moon (SC 277), domain: turn lycanthropes.
• Scalykind (SC 279), domain: rebuke reptiles.
• Spider (SC 280), domain: rebuke spiders.
• Slime (SC 280), domain: rebuke oozes.
• Thirst (Sa 108), domain: rebuke oozes.

Turn resistance reduction: Rod of defiance (LM 78), lyre of the restful soul (LM 79).

2) The rules for turning are... not well-written.  I'd like to poll other people's interpretations of the rules for the following bonuses, asking two questions about each.  Does it apply to turning, rebuking, or both?  Does it apply to all turning checks, including turning of creatures with air/earth/fire/water subtypes from the elemental domains and other similar forms of turning, or only to turning (or rebuking, or both) undead?  I've provided web links to the exact wordings or copied them where there's no web link I'm aware of.

Improved Turning: http://www.d20srd.org/srd/feats.htm#improvedTurning
Extra Turning: http://www.d20srd.org/srd/feats.htm#extraTurning
Phylactery of undead turning: http://www.d20srd.org/srd/magicItems/wondrousItems.htm#phylacteryofUndeadTurning
Glory domain: http://www.d20srd.org/srd/divine/domains.htm#gloryDomain
Hallow: http://www.d20srd.org/srd/spells/hallow.htm
Unhallow: http://www.d20srd.org/srd/spells/unhallow.htm
Consecrate: http://www.d20srd.org/srd/spells/consecrate.htm
Knowledge (religion): http://www.d20srd.org/srd/skills/knowledge.htm
Empower Turning (CD 81, LM 26): http://dndtools.eu/feats/complete-divine--56/empower-turning--854/
Heighten Turning (LM 27): http://dndtools.eu/feats/libris-mortis-the-book-of-the-dead--71/heighten-turning--1376/
Quicken Turning (CD 84, LM 29): http://dndtools.eu/feats/complete-divine--56/quicken-turning--2339/
Light of faith (CCe 123): http://dndtools.eu/spells/complete-champion--57/light-of-faith--588/
Light of purity (CC 123-124): http://dndtools.eu/spells/complete-champion--57/light-of-purity--589/
Light of wisdom  (CCe 124): http://dndtools.eu/spells/complete-champion--57/light-of-wisdom--590/
Paragnostic apostle’s (CCe 94-96) see through the veil: http://dndtools.eu/classes/paragnostic-apostle/
Scepter of the netherworld (LM 78): "Anyone who holds the rod and has the power to turn or rebuke undead is treated as if three levels higher than his actual level when he uses his turning or rebuking power."
Sacred (BE 112): "A suit of armor or a shield with this quality assists only wearers who have the ability to turn or rebuke undead.  Sacred armor or a sacred shield increases the owner’s effective level for the turning check by +2."
Ephod of authority (MIC 215): "While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning (but not rebuking or
commanding) undead."
Talisman of undead mastery (MIC 188): "A talisman of undead mastery benefits any character capable of either turning or rebuking undead. The talisman has
3 charges, which are renewed each day at dawn. Spending 1 or more charges increases your effective cleric level for the purpose of a single turn or rebuke undead check, which must be made before the end of your turn.
1 charge: Increase effective turning level by 2.
2 charges: Increase effective turning level by 3.
3 charges: Increase effective turning level by 4."
Nightstick (LM 78): "Anyone who possesses the rod and is able to turn or rebuke undead gains four more uses of the ability per day."
Reliquary holy symbol (MIC 120): "As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your turn or rebuke undead ability.
• At least 5 ranks in Knowledge
(religion)
• Improved Turning feat
• At least one divine feat (CD 77)"

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Gaming Advice / What abilities require flat-footed targets?
« on: September 12, 2013, 03:50:44 PM »
I'm trying to get a sense of how useful making enemies flat-footed is.  So far, for abilities that only work on flat-footed targets, I have Iaijutsu Focus, some TB strikes (death in the dark and hand of death), the drow fighter variant, bracers of murder, and Vae School (which also works on flanked targets).  Am I missing anything?  I don't have anything like a complete list of abilities that only work on targets that are denied their Dex to AC, which overlaps to some extent with flat-footedness.  The obvious ones are sneak attack and its near-cousin, sudden strike.  Beguiler's surprise casting only works on Dex-denied enemies.  Is there a list somewhere?  What am I missing?

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Are there any abilities that let you make AoOs while flat-footed?

10
I'm trying to figure out how much support there is for a niche style, the melee summoner who fights with their summons.  There's Despana School (DU 56), which improves flanking when you're fighting with summons.  I want to say I ran across at least one other similar ability for melee summoners the other day while looking for something else, but I don't remember where.  Am I misremembering?  Is there any other specific support for melee summoners?

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Min/Max 3.x / Optimizing a trio of NPC vampires
« on: July 29, 2013, 07:20:19 PM »
I want to make a trio of human vampires threatening to an optimized ECL 13 party, without making them casters.  Is this possible?  I've been thinking something like a TWF melee rogue, a blackguard with optimized smite, and some build with optimized unarmed damage.  The encounter is inside, in cramped quarters, so melee is the way to go here.  I'd like to avoid using too much non-core material, which is part of the reason for those builds, and not bring in non-core mechanics, which I know is the easiest way to make non-casters dangerous.  Setting-specific material is out.  I'd consider anything from books like LM, the Complete series, and the MIC.

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Gaming Advice / Making AoOs against opponents with cover?
« on: July 17, 2013, 03:39:09 PM »
As far as I know, exotic weapon master's (CW 30-31) exotic reach class feature is the only means of making AoOs against opponents with cover.  I have two questions.  First, are is there anything else that explicitly works like exotic reach, i.e. lets you make AoOs into cover or says something like, "You ignore cover...?"  Second, is there any case to be made that the abilities that do exist that allow you to ignore the AC bonus one gets from cover should also let you make AoOs into cover?

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I'm writing a melee handbook and want to devote one (small) section to defeating one of the banes of sneak attack, concealment, so I'm looking for a relatively-comprehensive list of abilities that let you ignore concealment.  Weirdly, no such list seems to exist.  There are lists of ways to get concealment, but not to ignore it.  Since this is for melee, I only care about abilities that can affect melee attacks.  The core feat Improved Precise Shot already gives ranged characters as much concealment-ignoring as they're likely to get, albeit at a high level.  If people want to help me with other ranged abilities, I can do that and throw up the list somewhere as a reference, but I'm not going looking myself.  Obviously, anything that gives blindsight solves this problem, but blindsight is hard to get, especially for noncasters, and sometimes comes with other limitations.  Here's what I've found so far: note that most of these abilities only say you can ignore the miss chance from concealment, not concealment itself, and a pedantic DM might say that the target is still technically concealed for the purposes of sneak attack immunity even though you have no miss chance against it, and so I'm especially interested in more ways to actually ignore concealment.

  • Pierce Magical Concealment (CAr 81-82)
  • illusion bane (MIC 36-37, DMG2 259-260)
  • crystal mask of visual insight (MIC 92): this is the only thing that actually ignores concealment totally by the RAW

I'm pretty sure there are more. 

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Introduce Yourself / I've Been Told to Introduce Myself, so I Shall
« on: April 12, 2013, 01:13:02 PM »
I have a pretty long history with D&D 3.5 optimization: I started on the WotC 3.5 CharOp board, though I don't know if anyone else is still around or has returned like i have.  At least one of my posts still has high-ish Google rank so at least the Internet hasn't completely forgotten what I've written :).  I made an account primarily to post a large-scale project I've been working on, once I finish it.  I enjoy analyzing all sorts of games, though most of my energy these days is going into tabletop RPGs, card-Eurogame hybrids like Race for the Galaxy and Dominion, and very old-school CPRGs, though I also enjoy TBS.

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