Hey Fellow DMs: I have a question regarding spell damage and how it is applied.
From Fireball: A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Let's say there is a group of goblins huddled together and a fireball is cast at the group.
Question: Do you roll the 8d6 a single time resulting in an answer, like 24. Then, each goblin takes 24 unless each makes the save, in which case they would only take 12?
OR do you cast the fireball, then the DM rolls the save one goblin at a time and the player rolls the 8d6 for that goblin, it taking full or half depending on the save? Repeating this process for each goblin (target)
I have a feeling the answer is the second choice. But, in my mind that would mean the fireball will hit with different powers to each target. When, in actuality, it would make more sense that the fireball gets cast and the 8d6 represents how lucky of a fireball the wizard actually send flying, hitting each target with the same power. The only difference being if the target saved or not.
TIA
Andy
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Tabletop D&D player, DM Neverwinter Online Witty Quote Here
Just found the answer to my own question. I swear I had read that before, just couldn't find it. You know how it is when you're looking for something specific in the rules...
Anyway, from Chapter 9, PHB:
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
Depending on the amount of goblins there are. You can decide to roll a save throw for multiple goblins at once instead of rolling for each individual goblin. Usually I roll once for a pack of 3-4. Same for initiative and such so you always have a small "unit" moving at once which can add tactical options during combat as well.
Depending on the amount of goblins there are. You can decide to roll a save throw for multiple goblins at once instead of rolling for each individual goblin. Usually I roll once for a pack of 3-4. Same for initiative and such so you always have a small "unit" moving at once which can add tactical options during combat as well.
this kinda depends on the situation truth be told. It either becomes too good or too bad when you do it this way. When you roll the save for individual targets, there's a bigger chance that one or some succeed, whereas whenever you roll them all in a single die (I'm taking that's what you mean) then either you vanquish them all or none, which is not the design intent.
Personally I roll them one at a time from left to right or some other order. This also makes it more tense for the player casting the spell. Sometimes I let the player roll first, because if the target is dead even at half damage I don't bother rolling for them and just wipe them all out and continue the turn. (it's not much of a stretch that 8d6 can sum up to at least 14 points of damage in said goblin example, who have 7 hit points)
Depending on the amount of goblins there are. You can decide to roll a save throw for multiple goblins at once instead of rolling for each individual goblin. Usually I roll once for a pack of 3-4. Same for initiative and such so you always have a small "unit" moving at once which can add tactical options during combat as well.
this kinda depends on the situation truth be told. It either becomes too good or too bad when you do it this way. When you roll the save for individual targets, there's a bigger chance that one or some succeed, whereas whenever you roll them all in a single die (I'm taking that's what you mean) then either you vanquish them all or none, which is not the design intent.
Personally I roll them one at a time from left to right or some other order. This also makes it more tense for the player casting the spell. Sometimes I let the player roll first, because if the target is dead even at half damage I don't bother rolling for them and just wipe them all out and continue the turn. (it's not much of a stretch that 8d6 can sum up to at least 14 points of damage in said goblin example, who have 7 hit points)
I get both sides of the thought, and my take on it is:
If you have a group of 6 kobolds fighting and the caster throws a fire ball, I can see rolling individual saves for each of them.
If you have a group of 16 kobolds, that will get daunting rolling for each one, so you break it down in to 4 groups of 4 and roll as groups.
Then as your adventurers whittle them down, and you get to a manageable number, say less than 10 for me, then you start rolling individually again.
I have the fortune of having 5 rather intelligent players, one of whom loves to play tactician, so I give him his lumps by doing large scale battles every so often.
I am running the original Temple of Elemental Evil via Roll20 with a group of friends scattered around the country. We frequently spend a 3 hour session on one encounter with 20+ mobs...
All these ideas help. TYVM all.
Rollback Post to RevisionRollBack
Tabletop D&D player, DM Neverwinter Online Witty Quote Here
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Hey Fellow DMs: I have a question regarding spell damage and how it is applied.
From Fireball: A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Let's say there is a group of goblins huddled together and a fireball is cast at the group.
Question: Do you roll the 8d6 a single time resulting in an answer, like 24. Then, each goblin takes 24 unless each makes the save, in which case they would only take 12?
OR do you cast the fireball, then the DM rolls the save one goblin at a time and the player rolls the 8d6 for that goblin, it taking full or half depending on the save? Repeating this process for each goblin (target)
I have a feeling the answer is the second choice. But, in my mind that would mean the fireball will hit with different powers to each target. When, in actuality, it would make more sense that the fireball gets cast and the 8d6 represents how lucky of a fireball the wizard actually send flying, hitting each target with the same power. The only difference being if the target saved or not.
TIA
Andy
Tabletop D&D player, DM
Neverwinter Online
Witty Quote Here
Just found the answer to my own question. I swear I had read that before, just couldn't find it. You know how it is when you're looking for something specific in the rules...
Anyway, from Chapter 9, PHB:
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
Tabletop D&D player, DM
Neverwinter Online
Witty Quote Here
Thank you for taking the time to update, so the answer is here for anyone else searching. :)
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Depending on the amount of goblins there are. You can decide to roll a save throw for multiple goblins at once instead of rolling for each individual goblin. Usually I roll once for a pack of 3-4. Same for initiative and such so you always have a small "unit" moving at once which can add tactical options during combat as well.
this kinda depends on the situation truth be told. It either becomes too good or too bad when you do it this way. When you roll the save for individual targets, there's a bigger chance that one or some succeed, whereas whenever you roll them all in a single die (I'm taking that's what you mean) then either you vanquish them all or none, which is not the design intent.
Personally I roll them one at a time from left to right or some other order. This also makes it more tense for the player casting the spell. Sometimes I let the player roll first, because if the target is dead even at half damage I don't bother rolling for them and just wipe them all out and continue the turn. (it's not much of a stretch that 8d6 can sum up to at least 14 points of damage in said goblin example, who have 7 hit points)
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
I get both sides of the thought, and my take on it is:
If you have a group of 6 kobolds fighting and the caster throws a fire ball, I can see rolling individual saves for each of them.
If you have a group of 16 kobolds, that will get daunting rolling for each one, so you break it down in to 4 groups of 4 and roll as groups.
Then as your adventurers whittle them down, and you get to a manageable number, say less than 10 for me, then you start rolling individually again.
Yeah I guess that makes sense. Though I've never had encounters with quite that many enemies, I see how that would work fine :)
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
I have the fortune of having 5 rather intelligent players, one of whom loves to play tactician, so I give him his lumps by doing large scale battles every so often.
I am running the original Temple of Elemental Evil via Roll20 with a group of friends scattered around the country. We frequently spend a 3 hour session on one encounter with 20+ mobs...
All these ideas help. TYVM all.
Tabletop D&D player, DM
Neverwinter Online
Witty Quote Here