dnd 5th – What are the unintended or dangerous consequences of allowing spells that target and damage creatures to target and injure corpses as well?

We have already discussed what happens when we allow spells to target objects, and although corpses are included in this question, I would like to ask whether treating corpses as creatures in particular causes Negative or involuntary secondary because there are many spells that normally only work on living creatures, but now also works on corpses (dead creatures).

monk – can "Oil of Impact" be used to improve martial arts attacks doing blunt damage?

Impact oil: This magical stuff is loaded with a powerful
dwomer that has beneficial effects on blunt weapons and missiles
of all kinds, magical and not magical. Applied to a blunt weapon
like a stick, a hammer or a mass, the weapon is at once
magic and deals extra damage. When the oil is applied on a
missile, its effect is to make it both magical and very deadly
impact. Missiles on which the impact oil will work properly
are hammers, batons, stones and bullets. A
vial of this substance will contain 3-5 applications. Each
application will last for 9-12 rounds on a handgun but when
applied to a missile weapon, the substance only has one "charge".
With regard to missiles, however, only a small amount should be used,
so that 4-5 sling missiles or 2 larger weapons can be dealt with with a
single application. If the oil is used on a handgun, its
Dweomer will grant the + 3 status to the probability of touching the weapon and
cause +6 damage on a successful hit. The missiles will be + 3 at a time "to
hit "and damage.

I am playing a game and I have rolled this article randomly. It would seem that a monk can wear this on their fists, their gloves, their feet, their boots or any other martial arts character who inflicts sneaky wounds. But I'm not sure.

It seems like there was a decision about this before as a way for the monks of the previous edition to hit weapons-resistant creatures. We have an OA monastic figure who also has a stick, so they can either use the stick and make it work, or, if it makes sense, use the oil on their fists / hands. Their damage would be the same in both cases, which would make it rather an aesthetic rule, but they could be useful later for other purposes.

world of darkness – Do mortals also reduce superficial damage in Vampire V5?

I am a vampire v20 storyteller and, here, vampires reduce typing damage (that is, the equivalent of the superficial damage of v5) as they are undead. But if I understand the rules of the v5, the superficial damage is halved almost every time, even if it is not the case. Is it true? Or do the undead only halve their damage?

5th dnd – maximum damage of a single strike with bare hands

Classes

The basis of this build is a multiclass Paladin / Rogue. We will combine the ability of Assassin's Rogue to get guaranteed critical hits and the Paladin's Smit – which do not require any weapons.

Paladin 13 gives us access to a Level 4 Divine Punishment (5d8) and Furious Punishment (1d6) (the only Punishment spell that does not need a weapon). As one of their ASI, we take the tour de force of Alert, which gives us +5 to the initiative rolls.

Rogue (Assassin) 3 gives us access to Assassinate, which guarantees a critical hit to a surprised enemy who has not yet taken his turn. (And stealth expertise to guarantee surprise)

Monk (Four Elements) 3 gives us d4 for unarmed strikes and fire snake fangs, 1d10 more damage. Also, the ability to use Dexerity for our unarmed damage jets.

goods

The insignia of the claws gives +1 damage to Unarmed Strikes.

Sufficient quick action manuals to bring this character to 30 dexterity.

Damage (without help)

Let's see how much we can do without our help.

First, we make our way to our target and surprise them with our +22 to go from expertise to discretion. Having remained undetected, we jump. They are surprised. We roll initiative. We have +15 at the initiative rolls, so hopefully we can beat them. Assuming we do it, our attacks against them will be critical. We cast Wratful Smite with a bonus action, walk towards them, and strike them with our fist, burning a 4th level spell slot for a Divine Smite and 2 Ki points that deal +1 damage to the Fire Serpent's Fangs.

10 {Dexterity} + 1 {Claw Badge} + (1d4 {unarmed monk} + 5d8 {4th level Divine Punishment} + 1d6 {Furious Punishment} + 1d10 {Fire Serpent Fangs} * * 2 {Critical Strike of the assassination}

= 79 damage

Our wizard is a Cleric (Grave Domain) 2. They use their Channel Divinity function: Path of the Grave to make this creature vulnerable to all damage from the attacker's next attack. This doubles the damage above.

5th dnd – Is the damage of the weapon of a Hexblade always magical if I choose not to use the charisma?

As GcL notes, the Hex Warrior feature does not make weapon damage a magic. This is due to the Pact Blade function, which can not evoke a melee weapon or magic weapon that you have converted into a covenant weapon through a special ritual, as described in the description of the feature.

However, Xanathar's Guide to Everything describes the Improved Covenant Weapon invocation:

Finally, the weapon you conjure can be a crossbow, a crossbow, a light crossbow or a heavy crossbow.

If you summon the short, long, light or heavy bow as a pact weapon using the improved pact weapon invocation, the benefits of the Hex Warrior feature will automatically be acquired, regardless of whether you choose Use your Str / Dex modifier or your charisma. modifier, its damage will always count as magically as it is your pact weapon.

dnd 5e – What are the unintended or dangerous consequences of allowing spells that target and deal damage to creatures to target and also hurt items?

There is no disastrous side effect to allowing damaging spells that inflict damage to objects, based on their effects. This GM does it regularly and it was not a problem. This GM has generally not allowed psychic damage to be done to mundane items, but he has a fairly extensive experience with this house rule.

When implementing such a rule, it is usually important to decide in advance what types of materials are generally vulnerable to the types of energy. For example, this MJ usually decides that metal items suffer 1/4 damage from fire attacks, after reducing damage, while wooden items ignite and take one to two additional d6 damage per turn. until their destruction. Even without rules like these, however, nothing in the system will break, the damage caused by the energy attacks will just be a little odd, and fighting against treasure will be a problem even when players could expect this not to be the case (eg Cone of cold destroy a pile of coins).

Obviously, when applying such a rule, the dungeon sections will suffer more damage. It's neither complicated nor difficult to track – I usually notice damage done directly to my GM version of the dungeon card – and does not really slow or complicate the game in any way except when you Want it as an experienced GM, but it's something that will happen. Of course, already, the dungeon sections can take damage, for example, picks or the to break fate, but this rule will make collateral damage (that is, incidental damage to the actual purpose of an effect) much more common.

Abilities – Do defenders who win an opponent's melee combat check deal damage to their attacker?

In WFRP 4th, the rules are unclear if a defender who wins an opposite melee test (any) combat test deals damage to the attacker.

A first reading of the rules of combat p. 158:

1: Roll to hit

Melee: To attack, perform an opposite melee check with your
Opponent (your opponent and yourself – Test your melee skill –
see page 126). Whoever scores the highest SL wins. If you win
the test, you hit your opponent and earn a +1 advantage. If you
lose the opposite test, your opponent gains +1 advantage and
Your action is over.

The last sentence ("If you lose …") does not include the key phrase from the previous one: "You hit your opponent". It would seem clear that the defender does not succeed in hitting and doing damage and that your offensive action is over.

However, when you read the Oppose the melee attack check box on the next page (page 159):

You can oppose a melee attack with more than
just your melee skill. The most obvious choice is Dodge,
which allows you to avoid blows, but Chapter 4:
Skills and Talents lists many other skills that could well be
useful in combat, including Intimidation, Charm, Leadership,
and more. If your GM thinks it's appropriate for the
situation, and you are happy to miss the opportunity
score a critical hit against your opponent
so why not
Try.

This clearly indicates that the defender in a fight-free melee test can score a critical hit – so that the defender who wins the opponent's move makes critical hits. This is further confirmed below, under Reviews and Fumbles:

Reviews

Any successful melee or ranged test that also produces a dual cause
a critic. It means that you have made a significant blow, and even
happens when you are the defender in an opposite test
.

So, obviously, when the defender wins an opposite test, the action of the attacker does not simply end, despite the wording of the rules to perform a melee attack. At the very least, critical damage is solved first.

Does gaining an opponent's melee test as a defender also inflict normal damage to your weapon, as if you were the attacker, or is a critical hit the only damage the defender can inflict?

5th dnd – Should I add my ability modifier to the damage of the bonus action attack conferred by the expert crossbow feat?

The two-armed battle rule says:

When you take the action of attack and attack with a light melee weapon
that you hold in one hand, you can use a bonus action to attack
with a different light melee weapon that you hold in each other
hand. You do not add your ability modifier to bonus damage.
attack unless this modifier is negative.

If one of the two weapons has the property launched, you can launch the weapon,
instead of doing a melee attack with her.

With the two-weapon combat, I can only add my ability modifier to the damage of the first attack. Even if I get the double Wielder stunt (PHB, p.165), it says nothing more than adding the damage ability score.

The exploit of Crossbow Expert (PHB, 165) says:

Through intensive practice with the crossbow, you get the following benefits:
advantages:

  • You do not know the quality of the crossbows you control with.
  • Being within 5 feet of a hostile creature does not impose a disadvantage
    on your remote attack jets.
  • When you use the attack and attack action with a one-handed weapon,
    you can use a bonus action to attack with a loaded crossbow
    hold.

When I attack using the bonus action offered by Crossbow Expert, do I add my damage ability modifier? I do not know if I should follow the Combat with two weapons rules, or rolling damage as for a normal weapon attack.

5th dnd – Is the act of suffocation considered to be taking damage?

Is the act of suffocation considered to be taking damage?

Example:

A green hag is poisoned with Taggit poison oil and falls unconscious. It is then carefully placed in a portable hole and the hole is closed.

After 10 minutes, the hag should be safe due to the properties of the portable hole. At this point, she would suffocate, but would suffer no "damage" before her third turn (she has a Con mod of +3). At the beginning of her 4th turn in the Portable Hole, she would fall immediately to 0 life and die.

Does the poison effect fade immediately as soon as it starts to suffocate? Or would she remain unconscious until she starts to die?

pathfinder – Can you hit two different targets and deal sneak attack damage to both?

Typically, you can deal stealth attack damage any time the attacked target qualifies, no matter how many times you've done it. Even if you use, for example, a whirling attack to attack a certain number of enemies, all those who are hit will suffer sneak attack damage, as long as they count as a foothold or if they are denied their Dex bonus.

However, looking at the rest of your description, I suppose you incorrectly apply Letobat Acrobatics. This talent MADE flat targets for a full turn, and could potentially allow multiple attacks (assuming you can somehow make multiple attacks after moving, as with Double Shot). However, you only lay barefoot on a target that you have fallen through, not only if you fall in front of it, nor on any other enemy that may be adjacent. The only way the two targets would have been flat would be if the soulbolt had crossed their two squares, which would have required a lot of movement, as well as quite high acrobatic checks, or if another method had been used. one of the targets can be attacked (such as a flank or an invisibility).