Looking at the monsters I saw hit results labeled something like "Hit: 2 (1d4) bludgeoning damage." Is the '2' an average you can just use instead of rolling?
Yeah, it's for making things go quicker. I typically use it in large encounters, but prefer to roll when they are fighting something special. I also typically give players the option to ask me to roll for the damage in certain situations so they can leave it more to chance, typically if they know that the average damage would kill them.
I use the averages all the time when DMing (except for crits, I don't mind rolling the dice once and adding that to the average), have since seeing them there because it makes my "turn" as the monsters go by crazy fast, which means the players turns come around faster, so they stay more engaged in the game-play.
Plus, it has the added effect (that I think of as a bonus) that it makes the players more easily able to accurately figure out if their character can stick in the fight, or needs to get some healing or start fleeing.
Cool, that gives me more confidence to try it out. I've played many 100's of hours on the player side, but I'm finally getting ready to DM my first campaign.
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Looking at the monsters I saw hit results labeled something like "Hit: 2 (1d4) bludgeoning damage." Is the '2' an average you can just use instead of rolling?
Yeah, it's for making things go quicker. I typically use it in large encounters, but prefer to roll when they are fighting something special. I also typically give players the option to ask me to roll for the damage in certain situations so they can leave it more to chance, typically if they know that the average damage would kill them.
Ok, awesome. Thank you!
I use the averages all the time when DMing (except for crits, I don't mind rolling the dice once and adding that to the average), have since seeing them there because it makes my "turn" as the monsters go by crazy fast, which means the players turns come around faster, so they stay more engaged in the game-play.
Plus, it has the added effect (that I think of as a bonus) that it makes the players more easily able to accurately figure out if their character can stick in the fight, or needs to get some healing or start fleeing.
Haven't missed rolling for damage once as of yet.
Cool, that gives me more confidence to try it out. I've played many 100's of hours on the player side, but I'm finally getting ready to DM my first campaign.