You'll be landing a critical hit once every 10 attacks. At level 5, that's about once every five to three turns, depending on how often you get a bonus action / reaction attack
One point that wasn't brought up is. d12s are more fun to roll, d6s are rolled all the time in countless games but the d12 is probably your most unused die. Roll that d12.
I would go Maul, as I prefer the consistency of a damage bell curve as opposed to a linear progression. I'd rather be able to anticipate a 6-8 result than just 'well, here's something between one and twelve'.
Picked up one of those Fisker Mauls yesterday at the hardware store. The "axe" side is definitely not sharp and angle along the "blade" is way to large for it to be a practical cutting implement, BUT if you want to break bones or crack skulls I don't think you could do better.
Ever used one? I have. They would crush through bones pretty well, but they are not well balanced for combat use. I have a friend who makes helmets who uses one as a maker's proof. He will slam it down on the helm, if it penetrates the helm is no good. Still neck breaking force, even if the helm holds.
As for the edge not being sharp, and the angle on the blade being too wide for cutting. These are designed for splitting, not cutting. You could even assign them piercing damage. Also it doesn't take much edge to cut flesh and bone. I speak from experience on this, having dropped a rather dull axe through my thumb, still have a nasty scar. Those splitting mauls will take an arm or leg off with one blow, no problem.
Super sharp edges are for slicing cuts. If you are chopping you can even have a flat edge.
Yup, it's not just the pure force of the swing that causes damage. For axes in particular, it is all about the surface area of the cutting edge. The smaller surface area of the axe edge turns that force into huge pressure/impact.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
These are designed for splitting, not cutting. You could even assign them piercing damage.
In the absence of a "chopping" damage type, I'd argue splitting the damage between slashing and bludgeoning would be a better fit for a blunt axe than piercing. Piercing is usually reserved for really pointy things, and those interact with objects and flesh in a very different way.
These are designed for splitting, not cutting. You could even assign them piercing damage.
In the absence of a "chopping" damage type, I'd argue splitting the damage between slashing and bludgeoning would be a better fit for a blunt axe than piercing. Piercing is usually reserved for really pointy things, and those interact with objects and flesh in a very different way.
Awakened trees are resistant to bludgeoning and piercing, but not slashing.
I'm not sure if you're agreeing or disagreeing with me, lol
Both, technically; based on the awakened tree's resistances, an axe that does a mix of bludgeoning and slashing damage is better at cutting down trees than one that does straight piercing damage, but worse than one that does straight slashing damage.
That's the third time I've tooltipped awakened tree this week.
TLDR: 2d6 weapons provide a lot more consistent damage and Great-axe needs a lot of help to come out on top: improving odds to hit critically and improve the critical hit. Yet what is the point if you have 10% of obliterating one minion, if you could have killed it just as well with two regular hits with a 2d6 weapon?
Half-Orc Racial Feature Savage Attacks, does reward the Great-Axe a little bit. Yet the Great-Axe used to be a x3 critical hit, which is lost and this is why the Great-Axe is inferior to any 2d6 weapon. If you look look at the averages: 6,5 for d12 and 7 for 2d6. The former is evenly distributed and has the highest possible variability, the second is more gauss-curve distributed (bell shaped).
So comparing average results is not useful, from a statistical point of view. You should look at the expected value, which is where 70%+ of the rolls fall into. For a gauss-curve this is done by looking at the mean (most likely individual result) and expanding the range until you get 70+ % of the values. Without any dice manipulation the mean = average, so many people get stuck in using averages. Now, let's look at a different scenario: when you cross-class into fighter for Great Weapon fighting style.
From the Graphic it becomes clear that 2d6 benefits more from Great Weapon Fighting Style than 1d12, which is logic: not only are there double the dice to roll 1-2 results, these results also come up twice as much.
So my search went on to make the Great-Axe a great choice again. So I came across the Savage Attacker Feature. While it is useful, after the multiple attack feature on lvl 5 it starts to loose it's usefulness.
I have come up with a Homebrew version that brings more benefits than just one Weapon Damage dice re-roll and gives a bonus to the Weapon Damage dice roll if the new one <= the original one. This should bring it in tier 2 of features, just below Great Weapon Master. Savage Attacker, Improved Edition
So, I need to adjust that 95% down to a more reasonable average then look again. Thanks!
The other important thing you are forgetting is the advantage you get from using Reckless attack, which increases both your hit chance and your crit chance . For a character who is not a half-orc, maul and greatsword win out during the earlier tiers of play, but greataxe starts to shine at around 13th level when you get Brutal Critical (2 dice). For a half-orc with Savage Attacks, the break-even point is even earlier--I believe level 9. I did the full math at one point, factoring in advantage and a base 60% chance to hit, but I don't have it handy. I think I even factored in the -5/+10 from Great Weapon Master.
You'll be landing a critical hit once every 10 attacks. At level 5, that's about once every five to three turns, depending on how often you get a bonus action / reaction attack
As someone playing a character who is Barb8/Fighter3, Champion no less, I can say that the dice often laugh at the law of averages :)
Use the great axe.
Weezer sings about a twelve sided die on their first album.
Glaive beats all of those for usefulness
halberd be like
I'm the idiot that decides to make Phil Swift in DnD.
One point that wasn't brought up is. d12s are more fun to roll, d6s are rolled all the time in countless games but the d12 is probably your most unused die. Roll that d12.
d12s are fun
It's a shame there aren't any d12 Bludgeoning weapons. For my Barb that's forced me to use the Maul which is 2d6.
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I'm sure if you asked, a DM might be willing to let you Homebrew that...
It's technically weaker outside of crit scenarios
I would go Maul, as I prefer the consistency of a damage bell curve as opposed to a linear progression. I'd rather be able to anticipate a 6-8 result than just 'well, here's something between one and twelve'.
Honestly just ask your DM to allow you to do the 2d6 regardless of weapon. Its not game breaking.
All hail the 2d6 dagger!
PS: please don't shoot me.
Ever used one? I have. They would crush through bones pretty well, but they are not well balanced for combat use. I have a friend who makes helmets who uses one as a maker's proof. He will slam it down on the helm, if it penetrates the helm is no good. Still neck breaking force, even if the helm holds.
As for the edge not being sharp, and the angle on the blade being too wide for cutting. These are designed for splitting, not cutting. You could even assign them piercing damage. Also it doesn't take much edge to cut flesh and bone. I speak from experience on this, having dropped a rather dull axe through my thumb, still have a nasty scar. Those splitting mauls will take an arm or leg off with one blow, no problem.
Super sharp edges are for slicing cuts. If you are chopping you can even have a flat edge.
Yup, it's not just the pure force of the swing that causes damage. For axes in particular, it is all about the surface area of the cutting edge. The smaller surface area of the axe edge turns that force into huge pressure/impact.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
In the absence of a "chopping" damage type, I'd argue splitting the damage between slashing and bludgeoning would be a better fit for a blunt axe than piercing. Piercing is usually reserved for really pointy things, and those interact with objects and flesh in a very different way.
Awakened trees are resistant to bludgeoning and piercing, but not slashing.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'm not sure if you're agreeing or disagreeing with me, lol
Both, technically; based on the awakened tree's resistances, an axe that does a mix of bludgeoning and slashing damage is better at cutting down trees than one that does straight piercing damage, but worse than one that does straight slashing damage.
That's the third time I've tooltipped awakened tree this week.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
To answer the OP question:
TLDR: 2d6 weapons provide a lot more consistent damage and Great-axe needs a lot of help to come out on top: improving odds to hit critically and improve the critical hit. Yet what is the point if you have 10% of obliterating one minion, if you could have killed it just as well with two regular hits with a 2d6 weapon?
Half-Orc Racial Feature Savage Attacks, does reward the Great-Axe a little bit. Yet the Great-Axe used to be a x3 critical hit, which is lost and this is why the Great-Axe is inferior to any 2d6 weapon. If you look look at the averages: 6,5 for d12 and 7 for 2d6. The former is evenly distributed and has the highest possible variability, the second is more gauss-curve distributed (bell shaped).
So comparing average results is not useful, from a statistical point of view. You should look at the expected value, which is where 70%+ of the rolls fall into. For a gauss-curve this is done by looking at the mean (most likely individual result) and expanding the range until you get 70+ % of the values. Without any dice manipulation the mean = average, so many people get stuck in using averages.
Now, let's look at a different scenario: when you cross-class into fighter for Great Weapon fighting style.
From the Graphic it becomes clear that 2d6 benefits more from Great Weapon Fighting Style than 1d12, which is logic: not only are there double the dice to roll 1-2 results, these results also come up twice as much.
So my search went on to make the Great-Axe a great choice again. So I came across the Savage Attacker Feature. While it is useful, after the multiple attack feature on lvl 5 it starts to loose it's usefulness.
I have come up with a Homebrew version that brings more benefits than just one Weapon Damage dice re-roll and gives a bonus to the Weapon Damage dice roll if the new one <= the original one. This should bring it in tier 2 of features, just below Great Weapon Master.
Savage Attacker, Improved Edition
I hope this give some more insight.
The other important thing you are forgetting is the advantage you get from using Reckless attack, which increases both your hit chance and your crit chance . For a character who is not a half-orc, maul and greatsword win out during the earlier tiers of play, but greataxe starts to shine at around 13th level when you get Brutal Critical (2 dice). For a half-orc with Savage Attacks, the break-even point is even earlier--I believe level 9. I did the full math at one point, factoring in advantage and a base 60% chance to hit, but I don't have it handy. I think I even factored in the -5/+10 from Great Weapon Master.