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TOPIC: Seems like I should know this...

Seems like I should know this... 7 years 11 months ago #1

I'm curious how the DM determines what damage spot on the damage wheel to use.

I think there is a dot on the board somewhere and they see which pip is directed towards the dot?

Is the dot in the same spot on all boards?

Are players supposed to know this / aim their puck based on the dot?

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Seems like I should know this... 7 years 11 months ago #2

To the best of my recollection:

Yes, No, Yes(but not all do)
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Last edit: by Harlax.

Seems like I should know this... 7 years 11 months ago #3

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Matthew Hayward wrote: I'm curious how the DM determines what damage spot on the damage wheel to use.


Ah, here's one which I can answer as a trained combat DM!

I think there is a dot on the board somewhere and they see which pip is directed towards the dot?


Yes! It's often a red dot, with a small black circle around it. It's very small, so many people miss it.
And sometimes (very rarely) the board is missing the damage dot, and the DM has to mark one on with a pen.

Is the dot in the same spot on all boards?


No. It's usually on the right hand side of the board, kinda on level with the monster's head or torso, but the placement varies.

Are players supposed to know this / aim their puck based on the dot?


Yes, players are supposed to know it.

Usually the Training Room Coach does a run down of how combat works, and how damage is tallied, and should point out the little damage dot to all the players as part of the melee training. But sometimes it gets forgotten, and sometimes players say "We know how combat works" so the Coach just lets them practice, and other times the Coach is very clear about it, but people are excited and talking over each other, and it just doesn't register.

As for aiming...
It really depends on how you slide your puck. I know folks who are very good at lining up the high-damage side of their puck to land on the side of the board with the damage dot. Other people spin their tokens too much as they shoot. Still others find that trying to keep the damage dot lined up means they're not as accurate getting into the high ACs, so the dots are lined up nice, but they're outside the silhouette.

Use your training room practice time to see if your shots are predictable enough for you to "aim" your token. If so, you can try to make a habit of, say, keeping the high damage dots on the right as you slide. (Or on the top, if you routinely put a clockwise quarter twist on your token, etc.) If not - don't worry about it. Just slide; things tend to randomize over time. It's really not worth worrying about.

Note: You can be the most accurate slider, and have your damage lined up perfectly, and still get bumped by a team mate and find your token spinning 180, giving you minimal damage. C'est la vie.
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Seems like I should know this... 7 years 11 months ago #4

Part II of things it seems like I should know...

How does a combat DM decide whether to use a players Melee or Ranged AC when figuring an attack against them?

On the first round of combat if the monster attacks first especially I'm not sure how they would know what one to use?

Even when the players attack first it would seem hard for me for the DM to remember who attacked in which mode.

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Seems like I should know this... 7 years 11 months ago #5

Matthew Hayward wrote: Part II of things it seems like I should know...

How does a combat DM decide whether to use a players Melee or Ranged AC when figuring an attack against them?

(I changed the order of paragraphs - Brad)

Even when the players attack first it would seem hard for me for the DM to remember who attacked in which mode.


It's the DM's job to remember.

On the first round of combat if the monster attacks first especially I'm not sure how they would know what one to use?


My guess is that 95% of the time or higher, both ACs are the same.

Lacking guidance, I just assume that players are sneaking through the dungeon in defensive-mode, and use the highest, unless they prove me wrong. (I don't charge them a free action to go ranged if I attacked them as if they were melee) or switch modes.

"Ceci n'est pas une pipe" - Magritte

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Last edit: by Brad Mortensen.

Seems like I should know this... 7 years 11 months ago #6

Matthew Hayward wrote: Part II of things it seems like I should know...

How does a combat DM decide whether to use a players Melee or Ranged AC when figuring an attack against them?

On the first round of combat if the monster attacks first especially I'm not sure how they would know what one to use?

Even when the players attack first it would seem hard for me for the DM to remember who attacked in which mode.


I'll be the first to admit that as a DM (although a relatively inexperienced one) I tend to forget this distinction most of the time. Not on purpose; there is just so much to remember and track.
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Last edit: by Kirk Bauer.

Seems like I should know this... 7 years 11 months ago #7

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It can be difficult unless there is a special situation (flying monster, pre-initiative round of ranged attacks).
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Seems like I should know this... 7 years 11 months ago #8

This is the part of combat I hate because its not easy to do.

But If the monster wins initiative and there are no special circumstances like surprise round and stuff, the DM has to assume the party has their best AC forward, typically their melee. Assume walking with shield out.

Here is where things get really nasty.

The players get to assume they start with whatever gear out they want so if a player is a bow/ranged build they get to start with it out even though you might have just targeted their melee AC. In this case they just got a "bonus" Free action because we don't charge them the Free Action to switch combos outside of combat before they have taken or declared an action.

Let’s say the players win initiative and attack. At this point they have chosen their combo.
Most DMs adjudicate all their attacks and sweep the board. It would in fact actually be the perfect time to assume the monster is going to make an attack next, go ahead and determine your targets. You don’t have to have the monster roll just yet but note on the board who the targets will be and indicate melee or ranged so you know after you have swept the board and no longer have the reminder.

Flaw with this, is I know a lot of DMs want to target folks that do the most damage and they won’t know that the first round. Other flaw is now we have taunt and stuff, your intended target could be different than your actual target. Make mental note of who the paladin is guarding and which attack mode she used, not all paladins use melee.
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Last edit: by valetutto.

Seems like I should know this... 7 years 11 months ago #9

That's how to do it right.

Here's the other way to look at it: the first round doesn't matter.

Assume half the time the party gets initiative. Over half the party will have the same AC in ranged and melee; either they can't or don't use shields (e.g. Wizards, most Rangers) or they can't use most two-handed ranged weapons (e.g. Clerics, Druids)

For those with a shield, the difference is +3 or less (because anyone with a purple shield can afford an Archers Buckler). So, only about 15% of the time, if that, would the extra AC be the difference between a hit or a miss.

According to math, that's a less than 2% chance that it matters. For non-UR players, it's even less.

Bottom line: since your odds of being targeted is only about 20%, and you won't have more than five combat rooms in a dungeon, the melee-vs-ranged AC issue is only going to make a difference in one room every 50 runs.

It's not worth stressing about, or slowing down the game to ask what they're wearing, IMO.

After round 1, then like Valetutto said.

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Last edit: by Brad Mortensen.

Seems like I should know this... 7 years 11 months ago #10

Could we start highlighting each player's primary/default mode?

As someone who plays a ranged build, that would go a long way toward easing my mind that the DM is using the correct stats.
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Seems like I should know this... 7 years 11 months ago #11

kurtreznor wrote: Could we start highlighting each player's primary/default mode?

As someone who plays a ranged build, that would go a long way toward easing my mind that the DM is using the correct stats.

Check box or highlighter please...

Ed
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Seems like I should know this... 7 years 11 months ago #12

MasterED wrote:

kurtreznor wrote: Could we start highlighting each player's primary/default mode?

As someone who plays a ranged build, that would go a long way toward easing my mind that the DM is using the correct stats.

Check box or highlighter please...

Ed


Just circle it if you want. Otherwise, I'll just keep using the highest one in round one, unless you go first.

"Ceci n'est pas une pipe" - Magritte

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Last edit: by Brad Mortensen.
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