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==Wordcasting damage math==
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==DnD Campaign Notes==
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This is for the upcoming campaign, sort of a hyper-linking notepad.
  
Y = average damage dealt
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===Races possible===
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"[[Dao (3.5e Race)|Dao]], [[Geode (3.5e Race)|Geodes]], [[Sandman (3.5e Race)|Sandmen]], and [[Hat (3.5e Race)|Hats]] are native to Infernus, but [[Adventure Dragon (3.5e Race)|Adventure Dragons]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[Durumgiru (3.5e Race)|Durumgir]], and [[Sentient Illusion (3.5e Race)|Sentient Illusions]] have found Infernus to be survivable, especially since the invention of the [[SRD:Decanter of Endless Water|Decanter of Endless Water]]."
  
X = the percent that people succeed on their saves.
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"Terga is covered in almost every variety of elf, including the many [[Christmas Elves (3.5e Race)|Christma's Elves]] who live on the south pole. [[Durumgiru (3.5e Race)|Durumgir]], [[Red Fox (3.5e Race)|Red Foxes]], [[Raptor (3.5e Race)|Raptors]], [[Dryad (3.5e Race)|Dryads]], [[Adventure Dragon (3.5e Race)|Adventure Dragons]], [[Ambiko (3.5e Race)|Ambiko]], [[Moogle (3.5e Race)|Moogles]], and [[Merlings (3.5e Race)|Merlings]] are also native to the planet. The variety of climes and plentiful supply of loot puts Terga under constant threat of invasion by inhabitants of the other planets."
  
To convert from percents to target DCs, it's X/5+1. 50% therefore goes to rolling an 11 (DC 11 if you have a +0 modifier). 100% goes to 21... hard to do on a d20. 5% is 2, and 0% is a 1 - you will always roll a 1 or higher on a d20.  This is dice-rolling - just subtract the bonus from the DC if that makes you feel better.
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"[[Geode (3.5e Race)|Geodes]], [[Dao (3.5e Race)|Dao]], [[Sandman (3.5e Race)|Sandmen]], and [[Sentient Illusion (3.5e Race)|Sentient Illusions]] are native to Barrenia. Some groups of [[Durumgiru (3.5e Race)|Durumgir]] choose to live in sealed caverns deep beneath the surface."
  
To convert the other way, it's -1, ''then'' multiply by five.  Rolling a 16 is thus 75%.
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"[[Djinn (3.5e Race)|Djinn]] are the only native inhabitants of Gasha, although [[Raptor (3.5e Race)|Raptors]] and [[Adventure Dragon (3.5e Race)|Adventure Dragons]] have also found the place to their liking."
 
 
Equation:
 
A = full damage
 
B = damage on a miss (mostly half of A, but sometime other stuff)
 
 
 
Y = A(1-X)+BX
 
 
 
===Forch===
 
 
 
Y = 2.5
 
 
 
Forch will always deal 2.5 damage, since there is no save.
 
 
 
===Aci===
 
 
 
Y = 5 - 3.75X
 
 
 
The best if people fail there saves, and generally potent all around.  Gets better than Forch at 66% saves.
 
 
 
However, there's a dark side:
 
 
 
Y = 2.5 - 1.25x
 
 
 
This dismal slope is what happens when you don't apply the damage on subsequent turns.
 
 
 
===Pyr and Lek===
 
 
 
Y = 3.5 - 1.75x
 
 
 
Gets better than Forch at 58% save rate.
 
 
 
===Deth===
 
 
 
Y = 3.5 - 3.5X
 
 
 
This one drops real quickly, and not from a lofty average of 5 damage.  However, it's versus Fort, not Ref, so if they are twice as likely to fail as save against Fort as against Reflex, then this is... the same. So if they save on a 11 against Reflex, and save on a 16 against Fort, it's about equal.  Same thing if they save on a 15 against Fort (Failing 30% of the time), and save on a 9 against Reflex (failing 60% of the time), then it's equal.  Of course you get skeletons.  Oh, and you're evil.  You bastard.
 
 
 
===Saun===
 
 
 
Y = 2.5 - 1.25X
 
 
 
Same as an aci without the trailing damage, but deafens if your opponent fails their save.  This is a Fort save, though, so it's better than Lek... sometimes.  But since at best it's a Forch, then if you want damage, just do that.  Seriously.  This works wonders against opposing casters, though.
 
 
 
===Vyl===
 
 
 
Y = 4.5 - 4.5x
 
 
 
Interesting case. High damage, but also hurts you.  If your opponent saves on a 7 or better, this will deal more damage to you than to them.  It's never as good as Aci, and Forch is better if your opponent can save on a 10 or so.  It is unhealable damage, but that's true for both your damage and his damage, and one of you is going to get healed while the other will be dead, so that unhealable bit generally matters more to you.  It is against fortitude, of course, but really?  At best that d8 deals 2 more damage to your opponent than the d6 can... and you're always dealing 3 damage to yourself.  And on top of that, you're evil.  You bastard.
 
 
 
==Wordcasting Damage Graph==
 
 
 
[[File:Wordcasting_Damage_graph.png]]
 

Latest revision as of 19:28, 15 March 2011

Homebrew.png
Author: Aelaris (talk)
Date Created: January 15th, 2011
Status: Sandbox Limbo
Editing: Clarity edits only please
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DnD Campaign Notes[edit]

This is for the upcoming campaign, sort of a hyper-linking notepad.

Races possible[edit]

"Dao, Geodes, Sandmen, and Hats are native to Infernus, but Adventure Dragons, Eldritch Horrors, Durumgir, and Sentient Illusions have found Infernus to be survivable, especially since the invention of the Decanter of Endless Water."

"Terga is covered in almost every variety of elf, including the many Christma's Elves who live on the south pole. Durumgir, Red Foxes, Raptors, Dryads, Adventure Dragons, Ambiko, Moogles, and Merlings are also native to the planet. The variety of climes and plentiful supply of loot puts Terga under constant threat of invasion by inhabitants of the other planets."

"Geodes, Dao, Sandmen, and Sentient Illusions are native to Barrenia. Some groups of Durumgir choose to live in sealed caverns deep beneath the surface."

"Djinn are the only native inhabitants of Gasha, although Raptors and Adventure Dragons have also found the place to their liking."