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c4s4
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Plate armor and fireball

Thu 18 Jul 2024, 19:30

Hi all Dragonbaners,

I have a question regarding fireball on a character wearing a plate armor. Do this armor reduce damages of a fireball?
 
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Fenhorn
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Re: Plate armor and fireball

Thu 18 Jul 2024, 20:17

Yes it does. If armour or a certain type of armour doesn't have any effect to an attack, it will be written in the description of that attack, like for the spell 'Lightning Bolt'.
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c4s4
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Re: Plate armor and fireball

Fri 19 Jul 2024, 00:08

Thank you very much for this answer. Regards
 
Fiyi
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Re: Plate armor and fireball

Thu 24 Apr 2025, 07:34

Hi! I asked about fire damage in the general fórum but changes here now as I have an adventure specific doubt.

If fire damage is reduced by armor, the Wight in Riddermound mound seems to be really difficult to kill. Has armor 8 and torches deals 1d8, so it won't take damage. Fireball its 2d6, so likely, 0 or low damage too and aren't infinite. Halves all non magical damage and it will be the first adventure I'll run with newbies. So their only mag weapon will be the Lady's hammer.

Seems like an imposible task to me... But I'd dont want them to think that is an impossible fight.
Is there something I'm missing?
 
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Fenhorn
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Re: Plate armor and fireball

Thu 24 Apr 2025, 08:40

Hi! I asked about fire damage in the general fórum but changes here now as I have an adventure specific doubt.

If fire damage is reduced by armor, the Wight in Riddermound mound seems to be really difficult to kill. Has armor 8 and torches deals 1d8, so it won't take damage. Fireball its 2d6, so likely, 0 or low damage too and aren't infinite. Halves all non magical damage and it will be the first adventure I'll run with newbies. So their only mag weapon will be the Lady's hammer.

Seems like an imposible task to me... But I'd dont want them to think that is an impossible fight.
Is there something I'm missing?
Wights are one of the toughest monsters in the game. They are tough to win against, but, hardly impossible. The PCs must use clever tactics to win though. If they try to ping-pong battle against a wight, they are in for a tough time.

If we use the pregens from the quickstart, we have Makander that uses a battleaxe, which will deal 12 damage on the average, which will be 2 after armour and resistance. The magic weapon here will hardly do much better in his hand unless he crits. The magic weapon is good against the ghost though. If he uses his shortsword on the other hand and hits a weak spot, he will do 4 damage on the average. Bastonn uses a long spear which will do 3 damage on the average or 7 if he hits a weak spot. Krissana will not do any damage on the average unless she hits a weak spot, then she will do 4 damage. If she backstabs she will do 3 damage normally or 7 if she backstabs a weak spot. Orla with her longbow will only do 1 damage on the average. Her knife can only damage the wight if she hits a weak spot. Aodhan will do 0/3/6 damage (PL 1/2/3) on the average. If he uses Pillar, then any fall damage will go right through the armour and also he will end up prone. Aodhan can also use his staff to topple the wight. The PCs should be very tactical when it comes to await, to use that against the wight, so they will se what he does and can defend themselves if they need to.

Riddermound is hardly suitable as the first adventure. I know that the adventure book say so and it can be, depending on type of characters. When my group (3 players) played the quickstart with the pregens, they won (it was close though) and when we ran this scenario we didn't have access to special attacks. If we would have played it with the characters that they played the campaign with and with the full rules, they would have won a bit easier, although the adventure is still hard.
"Thanks for noticing' me." - Eeyore
 
Fiyi
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Re: Plate armor and fireball

Thu 24 Apr 2025, 09:05

Thanks Fenhorn.
However, still the numbers don't match for me with the Wight's resistance. "It takes half damage from non magical attacks."
So if a Battleaxe deals 2d8, It halves and there is armor 8, how can Makander deals an average of 12 damage? Even with the bonus, 11 is the Max damage It can deal with a perfect dice score and then take out the armor. My calculations says that It is 3 damage with a Max dice score ((16+6)/2-8=3). Or how is It calculated?
Seems that the only option is to attack with piercing weapon and find a weak spot... Or fireball at higher PL.

What adventure would you recomend for begginers? I wanted to avoid the ones with conversation options because I'm sure that they Will try to kill everything in their first adventure. Maybe the "dead eyes cave"?
 
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Fenhorn
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Re: Plate armor and fireball

Thu 24 Apr 2025, 09:30

A battleaxe does 2d8 damage. Add to that his strength bonus damage of d4. The average here is 11,5 (lets say 12). If he hits the wight, his 12 damage will first be reduced by the armour (8) and then halved, which gives an average damage per attack of 2. If the poor wight is prone, Makander will deal 15 damage on the average which will be (15-8)/2 = 4 damage. The max damage he will be able to do with a normal hit is 16+6 (weapon plus strength bonus) = 22 minus 8 for armour equals 14 which will be 7 after it is halved.

And yes, the damage is halved after armour. It is the wight that has a resistance to normal weapons, not his armour. His armour is just a normal full plate armour.

Good adventure's to start with is Troll's Spire. It contain a little bit of fighting, but also some puzzles and potential social interaction (if they so choose). But this depends on what type of characters they have made. Tower of Sigh can be tough if they wants to fight the giant, but much less so if they manage to sneak in and ally with him instead. Road's End Inn can also be a good starter.
"Thanks for noticing' me." - Eeyore
 
Fiyi
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Re: Plate armor and fireball

Thu 24 Apr 2025, 09:35

Ok. Thanks for the aclarations Fenhorn. :)

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