1 fast question about weapons and damage
GaNoN
Member Posts: 151
If i have a 1D4 weapon which is +3.
that means it transforms into 4D7 right?
so its 4 dices of 7? or am i wrong, i read some stuff around but i can't seem to concrete with +x dmg weapons.
that means it transforms into 4D7 right?
so its 4 dices of 7? or am i wrong, i read some stuff around but i can't seem to concrete with +x dmg weapons.
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Comments
You aren't going to find some 5d10 weapon lying around, for example. Everything is typically only 1-2 dice, and the 2-dice weapons roll smaller dice to compensate. A 2d4 bastard sword deals 2-8 damage which is superior to a 1d8 long sword, but the longsword is typically faster and more commonly well-enchanted. A 1d10 katana is more powerful than a 1d8 longsword, but finding enchanted katanas is much harder than finding any other enchanted weapon.
Overall, you're basically going to have to do the math on the fly. Fortunately, it's very easy math once you understand how everything works.
It's nowhere near as major a factor as the consideration of how commonly you can find magical weapons of a given type. An unenchanted bastard sword will likely serve you better than a long sword (If you're a class that can wield bastard swords, which many can't), but while there are a few good bastard swords in the game, you'll be tripping over all sorts of longswords the entire time. And magical katanas are practically nonexistent in BG1, and very uncommon in BG2.
The math is A x B (+A)/ 2 +modifier...
2d6 +3 = 2x6=12+2=14/2= 7+3 = 10 average damage
1d8 +3 = 1x8=8+1=9/2=3.5+3= 6.5 average damage
1d10 +3 = 1x10=10+1=11/2=5.5+3= 8.5 average damage
1d12+3= 1x12=12+1=13/2=6.5+3= 9.5 average damage
The +3 (modifier) stays constant. You will get the dice roll damge +3 damage.
Then of course speed factors into it.
Also is there any reason why katanas are so rare? its about a role thing, or just because they are very good weapons?
Or if you were to cast Horrid Wilting as a level 20 mage, you'd be doing 20d8 damage: 20-160 damage, or 10d8 (10-80) if the enemy saves vs spell.
But yeah, it's pretty much for balance. They're fast, 1-handed greatswords. There has to be a catch =D
In other words, it's an exotic weapon, so logically you wouldn't find too many of those lying around in the Sword Coast.
For a 1D4+3, you roll 1 D4 for damage, then add +3 to the result.
You can think of the damage for a weapon as having a range of possible damage points when you successfully hit. For example, when using a 1d4 +3 weapon for an attack round, a four sided die is rolled to which 3 points are added. So you have a possible 1-4 for the die roll, plus 3 points. The range for possible damage for that weapon is then 4-7.
I would think that where speed of a weapon probably matters most is when trying to disrupt spellcasting. For example, in this game a dart is hurled much faster (dart +1 has a speed of 1) than an arrow is pulled from the quiver, notched, and aimed (especially the heavier the bow; regular composite longbow has speed of 7).
But also, when slogging it out in melee whichever party lands the blow first in the round should make a difference, I think. Eg, when you're getting 3 attacks per round with a faster weapon, beating the opponent to the punch with those 3 attacks, they're gonna fall much faster for sure.
XdY means you roll X dice that each have Y sides, and sum up the total for damage.
For example, damage of 2d6 means that you roll 2 6-sided dice, and sum the result for the total damage dealt.
Since an n-sided dice goes from 1 up to n, this means that the damage range for any standard dice roll XdY has a minimum of X, and a maximum of X*Y.
In the example above, the minimum damage is 2, and the maximum damage is 2*6 = 12.
When a direct modifier is appended to the end (e.g. 2d6+5), that number is added directly whatever the result of 2d6 is.
When determining minimum and maximum damage for rolls that have a modifier, just add the modifier to the minimum and maximum values.
In the example above, the minimum damage is 2+5=7, and the maximum damage is 12+5 = 17.
In your 1d4+3 example:
The base minimum damage is 1, and the maximum damage is 4.
With the modifier added, the actual minimum is 1+3=4, and the maximum damage is 4+3=7.
Hope this clears it up.
EDIT: Also remember that any other modifiers directly effect the result as well. For example if you have a +1 damage bonus from strength you'd simply add this to the results of any damage rolls you make.
1d8 on the other hand have all numbers equal chance.
Of course it's an eastern weapon, BG is set in a more western part of the Realms. And realistically Katanas wouldn't fare well in the west. It's a brutally effective first strike weapon, but Katanas are forged very hard, which makes them brittle compared to western weapons, they wouldn't hold up so well under heavy daily usage. There's no game implementation of this at all, except for their rarity.
As a complete aside, that whole difference in weapon design philosophy continued right up to the 20th century, with Japanese weapons (including aircraft and ships) being designed to emphasize a massively effective first strike, and they caused horrific damage to US and British forces for the first six months of World War Two. But they neglect defensive capability (armor, fire suppression and all around durability) to achieve that first strike, and results were predictably not good when western forces were able to absorb the first blow (most spectacularly at Midway and Guadalcanal, it was all downhill for Japan after that).
Sorry, that's my area of primary interest...
The order of the calculations in your examples is correct (although there is a small mistake in the second one, because 9/2=4.5 instead of 3.5), but the brackets are in the wrong position, the right formula is
(A x B + A) / 2 + modifier
Sorry for nitpicking.
Edit: This works too
A x (B + 1) / 2 + modifier