mushgnome wrote:What about giants vs. normal-types? Do all giants do 1-6 damage when making multiple attacks agains normal types? Does a giant's bonus damage (2-12 for hill giants up through 6-21 for storm giants) apply to multiple attacks vs. man-types, or only to single attacks vs. heroic types?
Hey Mush, good to see you
Remember that combat is always either
fantastic. It is never both at the same time.
side is a normal-type, then combat is normal.
sides are heroic/fantastic types, then combat is fantastic.
An 8 HD Hill Giant, for example, has either
eight attacks as a normal man
in normal combat (versus normal types) or
one attack as an 8 HD Hill Giant in fantastic combat (versus heroic/fantastic types).
Every "normal attack" always has THAC2 17 and does 1-6 hp damage if it hits, regardless of whether its made by a Goblin or Tiamat or anyone else.
mushgnome wrote:I'm also wondering about magic weapons such as maces and flails, whose enchantment bonus is added to damage rolls only. Am I correct that a hero making multiple attacks vs. normal-types would receive no benefit from the magic mace; an ordinary mace would deal flat 1d6 just as effectively?
A magical mace will have several effects when employed in normal combat, including:
1. A normal-type armed with the magical mace can hit monsters, or magically protected figures, that are otherwise impervious to normal attacks.
2. A normal-type armed with a magical weapon adds the Fighting Capability of one Man. I.e., throws one additional attack (CM2 p34/CM3 p38 re: Magical Swords "In normal combat there merely add one die"). Note that Elves will do even better against some foes.
3. If at least one hit is scored, a magical mace +2 would add 2 hp of damage to the total damage scored that period.
E.g., A 2nd level fighter has 2 HD and a Fighting Capability of 2 Men and is a normal-type himself. Let's suppose he were armed with magical mace +2. He might, at any time, get into melee vs goblins (normal-types) or vs ogres (heroic/fantastic-types). In either case the ref would resolve it as normal combat
because at least one side
--our 2nd level fighter--comprises normal-types.
In normal combat our 2nd-level fighter would usually throw two
normal attacks per combat period (DD V4 glosses over the detail of rounds, but this will be addressed in the forthcoming V5). However, if armed with a magical weapon he would instead throw three
normal attacks. Each hit would cause 1-6 hp damage. If at least one hit is scored he adds 2 hp to the overall damage caused because of his enchanted mace. I.e., regardless of whether he scores one, two, or three hits, it adds exactly 2 hp damage.
mushgnome wrote:What about a potion of giant's strength? 2-12 damage with multiple attacks, or only vs. a single heroic foe?
The original game isn't exactly crystal clear on this itself, but the gist of it can be discerned.Potion of Giant Strength
: "Gives the recipient full Giant prowess, including two dice of damage when he scores a hit
". I believe "full Giant prowess" implies eight normal attacks for 1-6 damage in normal combat (as per a Hill Giant in normal combat), or
one heroic attack as an 8 HD type for 2-12 damage in fantastic combat (as a Hill Giant in fantastic combat). The two dice of damage are employed in fantastic combat only.Gauntlets of Ogre Power
: "give the wearer the ability to strike as an Ogre ... . They do not necessarily increase hit probability however
". I believe "strike as an Ogre" implies four normal attacks for 1-6 damage in normal combat (as an Ogre in normal combat), or
one heroic attack as a 4 HD type for 3-8 damage in fantastic combat (as an Ogre in fantastic combat). Not necessarily increasing hit probability
is exactly the case in normal combat.
Admittedly, DD V4 doesn't explain this as well as it might (but again, this is addressed in V5).
Hope that helps some