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@@HowItsPlayed so I’m guessing a creature like the Grim Reaper and the Psychopomp are considered Undead creatures do to their affiliation with the Afterlife and Death. That means that both are weak to Positive Damage, correct?
@@hoovy2319 Psychopomps are not actually undead -- they're "Monitors". So they don't suffer damage from Positive and (probably because of their association with the afterlife) they have resistance to Negative damage. And Grim Reapers are weird... they are Undead, but have a special ability that lets them decide if they want to suffer Positive Damage.
@@HowItsPlayed great, I’ll have to think of something else then I have a character in a campaign I’m playing right now who’s was brought back and had his soul bound to Wraith (kinda like Shadow of Mordor) with the one purpose of ending the war in his homeland that killed him. Once this is done, his soul will be taken back and he’ll die again. However, the campaign we’re doing is a “there’s no main story quest so just see what you guys get yourselves into” kinda game so there’s more to do after we end the war but based on how my character is made, he’ll die whether I want him to or not. I’ve grown kind of attached to him so I’m trying to figure out a way to kill the Psychopomp, Lesser Death and then the Grim Reaper who’ll come after me if I refuse to give my soul up Thanks for your help mate
Incredibly thorough, clear, concise and fantastic use of teaching with illustrations/examples. I have shared these videos with my players. Very well done, keep up the great work!
These videos are great, thank you so much! Snares would be a good topic - they don't seem to be as simple as they appear with crafting and setting, and possibly recovering them!
Hey! Great videos as always, but I had already watched the one from yesterday. I suggest maybe pointing out what's been changed/revised in the videos' descriptions whenever you reupload something.
It gets doubled! Check out Damage Part 1 for an explanation and an example of how critical damage for a Sneak Attack is calculated: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RatgKc3s7ZU.html
For the case of mental damage, I assume all the normal rules apply, however I was wondering how you would describe mental damage to the players, especially if the circumstance is something like the illusory creature spell where a player believes they are being attack by a fire breath attack or an claw swiping at them. Should a GM tell them it's fire damage or slashing damage?
Perhaps I missed it twice, but after watching both damage videos I still wonder if precision damage is doubled on a crit since it raises the base damage type. Sounds like it belongs in step 1 to me since it still deals with the base effect and not with the target's weaknesses.
These video will be my Bible. A question: if a creature suffer multiple time the Fire Persistent Damage (for example) by several sources (like 2 fire bombs), It will apply only the major damage or sum these Persistent Damage at every turn? (Sorry for the eventual grammar errors). Thanks!
Only because the book specifically calls out this exception for persistent damage. I think it was just an editing error. You'd be fine rolling 1d6 and doubling.
Does persistent damage stack ? If I inflict 2d4 persistent fire damage to someone with a spell, and again next turn. Does it goes up to 4d4? Or does only the highest persistent damage from that type applies ? (for example heightening the spell to do 3d4, replacing the 2d4)
@@HowItsPlayed Mhm, I expected that to stack. I was wondering because of the playtest of the Fire Oracle, who has an aura that inflicts persistant fire damage everytime someone takes fire damage. If it could stack it'd be too strong, though I guess the persistent fire triggers the aura and "refreshes" the damage. in which case... maybe it makes it so you cannot do the flat check as long as you are in range ? I doubt it. Thanks for the answers !
It's hidden pretty well. But on page 544 in the description of the Splash trait there is an example using an acid flask that says on a hit it deals 1d6 persistent damage but on a critical hit it would deal 2d6 persistent damage.
@@HowItsPlayed Hi! Thank you for all the content btw. Correct - I’m trying to find a pattern and it feels like you just have to remember how certain rules are applied. why is the persistent damage doubled? Does it follow the rule that ALL damage that occurs on a regular hit doubles? Why doesn’t splash double then? (EDIT: Sorry - I realized I posted on the wrong video. This was suppose to be in response to the rules reminder video about persistent damage doubling up. I realized the confusion...)
@@jonathanng7798 That's a good point... Splash damage is a bit of a special case. I think the reason why Splash damage doesn't double on a critical hit is because it's automatic damage to everyone within the splash area. As long as you do not critically fail the attack roll, then all creatures adjacent to you target suffer the splash damage. Those creatures do not get a chance to roll a saving throw and you do not need to roll multiple attack rolls. Instead, the damage is automatic. I think this was probably done to speed up the game and not require a bunch of saving throws to be rolled when the splash damage is typically very low.