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Een vertaalprobleem melden
1d8 +3
+5 to hit
If you're, let's say, in Githyanki armor because there, randomly, is a dead Githyanki at the start of the game, because you dont like her, that's a max AC of 17.
The chance to hit a 17 AC with +5 means 12 upwards hit, difference is 8, 8*5% is a 40% hit chance. (I think that's the highest you can go with just Armor in the first low level areas without feats or magic Items I might not know about)
40% Chance for 1d8+3 average damage 7.5
16% chance for 2d8+6 average damage 15
6.4% for 3d8+9 average damage 22.5
Of course hitchance increases as AC decreases
Worst case is 33 damage with max damage rolls
Tbf, these gnolls did kick my ass, but i also think i was unprepared and didn't do my strategics well enough starting in a bad spot where enemy got high ground and all that
The issue was the multiple gnolls in the back with Multi-attack 3 and using snaring arrows.
I've seen no version of these gnolls getting 3 attacks per turn ever (Especially not gnolls that should be balanced around a level 4 party)
This isn't even the last time this happens, so many things in the game just get things, even on lower difficulties that they normally would not, and I'm utterly tired of being hit by acid arrows and tangling arrows by literally every single level 1 ♥♥♥♥♥♥♥ goblin I run into. (That they don't drop if you kill them before they could use them mind you)
And yes all the trash mobs have vials and magic arrows and they don't hesitate to use them. This is Larian 101 bro, where you been?
I'm talking about Gnolls, at full HP, half the map away, unloading Multi-attack 3's with bows. Which they have absolutely no reason to be doing.
Rage: (Recharges after a Short or Long Rest). As a bonus action, the gnoll can enter a rage at the start of its turn. The rage lasts for 1 minute or until the gnoll is incapacitated. While raging, the gnoll gains the following benefits:
1. The gnoll has advantage on Strength checks and Strength saving throws.
2. When it makes a melee weapon attack, the gnoll gains a +2 bonus to the damage roll.
3. The gnoll has resistance to bludgeoning, piercing, and slashing damage.
4. The gnoll gains an additional action on each of its turns. That action can be used only to make one weapon attack or move up to its speed towards a hostile target it can see.
On top of:
Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
I did this fight at lvl 3, hard and people went down (yay healing word) but doable.
Myself light cleric, Astarion, Lae'Zel and Karlach.
Started the fight, we had surprise, from the upper rock ledge with pew pew to the boss. They pew pew back and the boss charges up and engages. Focus fire the boss, bring Karlach up twice then pull back behind the rock outcropping forcing them to run up the ledge. Took down hyenas, took down the others, the Zhent lived.
It's not supposed to be balanced. As the saying goes "There's a lot going on in the world, not all of it will be your level."
You get the option/quest to kill Kargha at level 2. Try doing that and let me know how it turns out.
Imagine some people having baldurs gate be there first experience with DnD and people like you come out of the woodwork to try and belittle and gatekeep them when they ask an honest question. embarrassing...