Call me stupid... [Archive] - Wizards Community

Post/Author/DateTimePost
Jondaine

07-27-07, 12:17 PM
I last played D&D 20 years ago and boy have things changed! I have some basic questions I hope someone can help me answer...:confused:

1. Base attack bonus:
a. why are there two or three numbers here as your level increases? **okay so I've learned that:

An attack roll bonus derived from character class and level. Base attack bonuses increase at different rates for different character classes. A character gains a second attack when his or her base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different classes, such as when a character is a multiclass character, stack.

But is this only for melee attacks or spells or both?

b. what is this number used for? Do you add it to the number you roll "to hit"?

2. I've always played clerics. Which is better, Favored Soul or Cleric?

3. Can someone describe what happens in what order? standard action, freeaction, etc.

4. Can True Seeing spell be used to pierce darkness cast by wights?

just things I've wondered and don't know who to ask...
Aliquid

07-27-07, 12:23 PM
Hey... you edited your post while I was responding... now my comments don't fully apply anymore :(

I last played D&D 20 years ago and boy have things changed! I have some basic questions I hope someone can help me answer...:confused: Welcome back.... yes things have changed quite a bit.

1. Base attack bonus:
a. why are there two or three numbers here as your level increases?
b. what is this number used for? Do you add it to the number you roll "to hit"?(a) As your level increases you get more than one attack per round.
(b)Yes you add it to your "to hit" roll along with any other bonuses (strength bonus etc)

2. I've always played clerics. Which is better, Favored Soul or Cleric?Since you are new to the 3.x rules I would suggest Cleric

3. Can someone describe what happens in what order? standard action, freeaction, etc.Those types of actions aren't due to order... they are there to describe how much you can accomplish in your turn during combat.

The rules have really changed in the last 20 years. If you plan on playing with the current ruleset, you are best off just forgetting everything you used to know about D&D and start all over... read the players handbook from end to end.
Jondaine

07-27-07, 12:26 PM
thanks bunches!

withthe base attack bonus, do the multiple attacks count for melee or spells or both?
Azezel

07-27-07, 12:27 PM
I last played D&D 20 years ago and boy have things changed! I have some basic questions I hope someone can help me answer...:confused:

[QUOTE=Jondaine;13210800]1. Base attack bonus:
a. why are there two or three numbers here as your level increases?
b. what is this number used for? Do you add it to the number you roll "to hit"?

a) These are called 'Iterative Attacks' - highly skilled characters (those with a BaB of six or more) can make more than one attack in a round - provided they take a full-round action. Essentially, it is a mechanic to allow characters to deal more damage at higher levels.

All BaB increases stack, so a multiclass character can still have iterative attacks if his total BaB is six or higher.

b)Yes. BaB is exactly what it claims to be - your bas attack bonus. Add your BaB, and other modifiers (strength/dexterity, magic, feats etc) to a d20, and if the total is high enough, you hit the bad guy.


2. I've always played clerics. Which is better, Favored Soul or Cleric?

Well, It depends what you want to do, really. Favoured souls get fewer spells, and slower, but can cast more per day. Clerics gain far far more spells (well, the gain all cleric spells) but cast fewer per day.

Mechanically, the FS is weaker in the long run, but really, both are fun to play. (I play a multiclassed Cleric/Favoured Soul - mechanically extremely weak, but I'm having a blast).

3. Can someone describe what happens in what order? standard action, freeaction, etc.

Things happen in the order you desire. You can move, then attack, or attack, then move, or you can stand there and full attack. Really, whatever you need. However, you cannot move-attack-move unless you have the right Feat.

4. Can True Seeing spell be used to pierce darkness cast by wights?

Can't say off-hand. Ask your DM, or try the spells and magic boards.

just things I've wondered and don't know who to ask...

That's what we're here for.
Azezel

07-27-07, 12:29 PM
BaB is for any attack roll - some spells (ray spells, for example) require attack rolls, some don't. However - without the aid of 'Quicken Spell' metamagic, you cannot cast more than one spell in a round - therefore, you do not gain iterative attacks with spells.

Even with Quicken Spell Metamagic, all spells cast in the same round use your highest BaB - if they require an attack roll at all.
Jondaine

07-27-07, 12:30 PM
thanks!
Tempest Stormwind

07-27-07, 12:32 PM
I last played D&D 20 years ago and boy have things changed! I have some basic questions I hope someone can help me answer...:confused: Sure!

1. Base attack bonus:
a. why are there two or three numbers here as your level increases? **okay so I've learned that:

An attack roll bonus derived from character class and level. Base attack bonuses increase at different rates for different character classes. A character gains a second attack when his or her base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different classes, such as when a character is a multiclass character, stack.

But is this only for melee attacks or spells or both?

b. what is this number used for? Do you add it to the number you roll "to hit"?

This is pretty straightforward, but you have to break it down a bit more fundamentally than that.

You have one number, your "base attack bonus". This is the first number in the Base Attack column. On ANY attack roll -- melee or ranged, for a weapon or for a spell (provided the spell requires one; spells like Shocking Grasp or Scorching Ray require attack rolls, ones like Fireball and Lightning Bolt don't. The individual spell will say if it needs one or not).

That is, when you make an attack, it's 1d20 + Base Attack Bonus + Appropriate ability modifier (Strength for melee attacks, Dexterity for ranged attacks, regardless of whether it's for weapons or spells) + other bonuses as needed. Some abilities (such as Weapon Finesse) can change this a bit, but that's the basics.

The later numbers in "base attack" are for subsequent attacks. Just like how fighters could get extra attacks in earlier systems, anyone can do it now (although warrior-types, who gain the fastest progression of base attack, can do it quicker). Let's say I have a base attack bonus of +6 (listed as +6/+1). If I make a full attack (that is, if I attack without moving), I can make two attacks that round, one with +6 for "base attack" in the above equation, and one with +1 instead.

That's it in a nutshell. Note that base attack is cumulative -- that is, a Rogue 3 / Fighter 4 has a base attack bonus of (+2 from rogue levels, +4 from fighter levels = ) +6, which means he can attack twice (+6/+1, just like above). Basically, extra attacks are keyed to your total base attack bonus, not your individual class levels.

(If you don't understand multiclassing yet, read up on it first.)

As for spells, note that an extra attack per full attack is NOT the same as being able to cast an extra spell. Look at your available actions. Spells typically require a standard action to cast. A high base attack adds more hits on a full attack (a full round action, which you take by spending both your move and standard action together). These two don't work well together, except in certain classes which were built for it.

2. I've always played clerics. Which is better, Favored Soul or Cleric? Don't ask "better". Ask "better for you".

Cleric is probably stronger, but they're harder to use. Favored Soul (which has different flavor, I might add) is easier to use, but weaker mechanically. Take your pick.

3. Can someone describe what happens in what order? standard action, freeaction, etc.

Any order you choose.

When your turn comes, you have a move action, a standard action, a swift action, and any reasonable number of free actions. (You can spend both the move and the standard actions to perform a full-round action, and you can spend a standard action to get a second move action.) You can take these in any order you choose.

4. Can True Seeing spell be used to pierce darkness cast by wights? True Seeing sees through pretty much anything. I can't check my books from work, but I'm pretty sure it sees through magical darkness.

just things I've wondered and don't know who to ask...

Final word of wisdom: Unlike earlier editions, this one actually spells out nearly everything you'd need to know in the rules themselves. Thus, the first place to go for rules questions... is the rules.
Jondaine

07-27-07, 12:34 PM
okay, so this guy I know is running this game and I'm the only cleric. I've been playing with these ppl for months and ama lvl 15 cleric. NO ONE told me anything about multiple attacks and my BaB is 11/6/1. All this time, I've been not hitting monsters and only using 1 attack... I'm very frustrated.

I have learned that we will be fighting wights tonite and want to be prepared... (Is that called metagaming???) I really want to show them that I'm not as naivee as they think I am. Any hints?
Mark Thorson

07-27-07, 12:39 PM
okay, so this guy I know is running this game and I'm the only cleric. I've been playing with these ppl for months and ama lvl 15 cleric. NO ONE told me anything about multiple attacks and my BaB is 11/6/1. All this time, I've been not hitting monsters and only using 1 attack... I'm very frustrated.

I have learned that we will be fighting wights tonite and want to be prepared... (Is that called metagaming???) I really want to show them that I'm not as naivee as they think I am. Any hints?

Yikes. Sounds like the DM doesn't fully know the rules either if he's not allowing you your full attacks. You can use knowledge checks when you encounter the wights to see what you know about them. Do you have knowledge undead as a skill? I assume you have knowledge religion.
Tempest Stormwind

07-27-07, 12:41 PM
okay, so this guy I know is running this game and I'm the only cleric. I've been playing with these ppl for months and ama lvl 15 cleric. NO ONE told me anything about multiple attacks and my BaB is 11/6/1. All this time, I've been not hitting monsters and only using 1 attack... I'm very frustrated.

Read the rulebook. ESPECIALLY the Combat and Magic chapters.

Incidentally, even if you have a base attack bonus of +20/+15/+10/+5, you'd still only be able to make one attack if you had to move up to the enemy first.

I'm honestly surprised that you're level 15 and this unfamiliar with the current rules... it's far less forgiving at later levels if you don't know the rules.
Jondaine

07-27-07, 12:41 PM
I have 10 ranks in knowledge undead and 8 in religion
_Jayne_Cobb_

07-27-07, 12:41 PM
I have learned that we will be fighting wights tonite and want to be prepared... (Is that called metagaming???) I really want to show them that I'm not as naivee as they think I am. Any hints?

Yes, buy yourself a PHB.
Zherog

07-27-07, 12:42 PM
Welcome back to the game. :)

I have learned that we will be fighting wights tonite and want to be prepared... (Is that called metagaming???)

Yes, that is pretty much the definition of metagaming. :)

For starters... Here's the stats of the wight (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/WIGHT.html).

If your group is facing them, either you'll be seeing a whole bunch, or your DM has advanced them, because a single wight (or even a pair) isn't really a challenge for 15th level characters.

As for what to do... You have several options. You can cast a spell (and clerics have rocktastic spells), you could just hack 'em to pieces, or you could use your turn undead ability. Do you have a preference which way you go?
Jondaine

07-27-07, 12:43 PM
i know. this DM wants us to delare everything. If the player doesn't declare it, then he considers it our choice to waste the move/turn.

So, If I cast an area of effect spell, in essence I can cast 3 of them in one round at lvl 15?
Mark Thorson

07-27-07, 12:47 PM
I have 10 ranks in knowledge undead and 8 in religion

You can use those to see what you know about any undead you enconter. You have enough ranks in both to get a +2 synergy bonus as well. And yes, by all means, get access to a PHB. It's true about the moving and only getting one attack, but if you're already next to the monster, you should get all 3 attacks. Is anyone else not getting full attacks in your group? If the DM is familiar with the rules, then he's being a butt by not telling you. At least IMO.
Jondaine

07-27-07, 12:48 PM
from what I've "heard" the wights are pretty high lvl. There will be 2 and one has the ability to call forth 8 more lower lvl wights.

In the past, I have always just cast defensive spells or turned undead. Last time we played, I actually began playiong with offensive spells.

I have the extra turning and empower spell feats. I was thinking about casting SPark of Life (libris mortis p.71) and attempt turning. Since I get 3 attacks per round and I don't have to move to do either of these things, can I do them both in the same round?
Tempest Stormwind

07-27-07, 12:48 PM
i know. this DM wants us to delare everything. If the player doesn't declare it, then he considers it our choice to waste the move/turn.

So, If I cast an area of effect spell, in essence I can cast 3 of them in one round at lvl 15?

No.

I mentioned this above. It's a factor of actions.

During your turn, you have a move action, a standard action, and a swift action (plus uncountable free actions like talking; be reasonable here).

Casting a spell is a standard action (usually; see the individual spell's casting time).
Making multiple melee attacks is a "full attack", a type of full-round action. To take it, you need to use both your move and standard actions together.

Note that both of these require your standard action, and you only have one of those per round.

All that iterative attacks do is add more attacks to the Full Attack option. They don't give you more standard actions.
Jondaine

07-27-07, 12:52 PM
okay, that i understand. So I can cast the 1 spell, but if I want to use my mace right next to the monster or my crossbow from across the room, I can get 3 attacks on him. Do I have it now?
Mark Thorson

07-27-07, 12:54 PM
i know. this DM wants us to delare everything. If the player doesn't declare it, then he considers it our choice to waste the move/turn.


That's fine if the players all know the rules. As a DM, the first time you had a multiple attack opportunity and didn't take it because you weren't aware, I would have clued you in. After that, yeah, it's up to you to remember. I just like making sure my players know what they can do.
Mark Thorson

07-27-07, 12:55 PM
okay, that i understand. So I can cast the 1 spell, but if I want to use my mace right next to the monster or my crossbow from across the room, I can get 3 attacks on him. Do I have it now?

With the mace, yes. You have to reload the crossbow however, so not 3 attacks with that.
Tempest Stormwind

07-27-07, 12:56 PM
okay, that i understand. So I can cast the 1 spell, but if I want to use my mace right next to the monster or my crossbow from across the room, I can get 3 attacks on him. Do I have it now?

Yes.

Except for one minor factor (that crossbows require you to spend actions reloading them; see the individual crossbow weapon description or the Rapid Reload feat), you're correct.
Mark Thorson

07-27-07, 12:58 PM
Yes.

see the individual crossbow weapon description or the Rapid Reload feat)

Yeah, you need that feat if you use a crossbow. No one in our group has one, so I forgot about that.
DoveArrow

07-27-07, 01:07 PM
My first character was a cleric, and I started out around the level that you are now. The best pieces of advice I can give you is get the Player's Handbook, read up on turning undead (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead), and familiarize yourself with your spells.

I don't know if this helps but when I first started playing, I would read through the synopses of each spell listed on the cleric list in the Player's Handbook, and if anything sounded particularly useful, I would look it up and read the more detailed description of how the spell worked. If it looked like a good spell, I wrote it onto my character sheet. I learned a lot that way, and even showed some people at the table the usefulness of spells like status and destruction.
Jondaine

07-27-07, 01:28 PM
ya'll are too good to me! Lots of great information

okay, so my plan of attack witht he wights are:
attempt to turn (extra turning feat) should allow me to turn 1d20 +3 (CHA modifier) +2 (knowledge religion) to see what the most powerful monster I can turn. Iif I have twice as many lvls as the wight (doubtful, but "if") then it is destroyed instead of turned, right? If They aren't destroyed, then they take 2d6+15(my lvl) +3(CHA modifier). Am I missing anythign in this sequence?

After that I thought I'd do Holy Aura, Consecreate, and Spark of Life. Any suggestions?
Zherog

07-27-07, 01:49 PM
Cast the consecrate spell before your turning attempt, if you can. It'll give you bonuses to your turn undead attempts.

As for the actual turning... you're close, but not quite. "Turning damage" doesn't really do damage. The "turning check" is used to determine the highest hit die creature you can turn; the "turning damage" is used to determine how many hit dice of undead you can effect.

You start with the undead closest to you that you can turn. If its number of hit dice are less than or equal to your turning damage, you're successful. Subtract its total hit dice from your damage to get the remaining amount of damage you have left, then move to the next closest undead. Repeat until you've either used up all your damage or all the undead in the area are turned.

A turned undead flees as fast as possible - possibly provoking attacks of opportunity as it does. If it is unable to flee for some reason, it instead cowers. A creature that is cowering cannot take any actions, take a -2 penalty to AC, and loses any Dex bonus to AC. Whether the undead are fleeing or cowering, the effect lasts for one minute.
Jondaine

07-27-07, 02:00 PM
got it!

What do you think about using Spark of Life?
Zherog

07-27-07, 04:48 PM
I'm not familiar with the spell...
Jondaine

07-27-07, 05:39 PM
okay another question...

Do you know of a spell that I can cast as a cleric that will not allow a Wight, Master of Shadows to call forth shadows, wraths, spectures, and the like?

Do you think that Dimentional Lock (PHB p.221) will work?
Tempest Stormwind

07-27-07, 05:48 PM
okay another question...

Do you know of a spell that I can cast as a cleric that will not allow a Wight, Master of Shadows to call forth shadows, wraths, spectures, and the like?

Do you think that Dimentional Lock (PHB p.221) will work?

Hallow, I believe. (Either that or Consecrate. Cleric spells blend together for me. I'm pretty sure combining the two makes the area big enough to cancel undead creation/summoning without cancelling other summoning.
aotrscommander

07-27-07, 06:27 PM
okay another question...

Do you know of a spell that I can cast as a cleric that will not allow a Wight, Master of Shadows to call forth shadows, wraths, spectures, and the like?

Do you think that Dimentional Lock (PHB p.221) will work?

A point to consider is that if the Undead are Summoned (e.g. via spell), one option is the cast Magic Circle Against Evil or Protection From Evil, as that prevent summoned monsters from using their natural weapons to hurt you. This will only apply to creatues Summoned (typicially Summon Monster, Summon Nature's Ally or Summon Undead). It won't work n creatures that are Called or just whistled up from the local area, or course.

In any case, if you know you are fighting Undead, neither spell would hurt, even if they aren't summoned.