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Initiative and Threat Rolls

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Magus
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Initiative and Threat Rolls

Post by Magus »

What are these for? Initiative rolls pop up at the beginning of a fight, and threat rolls seem to occur when you make a hit.
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Post by Xandax »

Initiative rolls are made to see wich person gets the "first move" in combat. As far as I remember it is a dexterity roll, d20+dex.modifier (+ other modifiers in 3.ed, but they aren't in NwN).

Threat rolls is afaik rolls made to see if a person can perform an attack of oppetunity on the enemy entering an area that can be attack in meele.

Somebody with more experience in 3.ed rules, please correct me (my knowlegde of the ruleset is limited yet :) ).
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Post by Magus »

Thanks Xandax, that explains a lot. I had always thought attacks of opportunity were automatic.
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Post by Datt »

Initiative rolls in 3rd do see who goes first in combat. The higher the better. In regular 3E you can chose a feat called improved Init that adds a +4 to you Init rolls. But for NWN it is a d20 plus your Dex modifier.

Threat rolls are actually to see if you had a critical hit on someone. Each weapon has a crit range, most are on a 20 only, but some like the longsword are on a 19-20. To have a critical hit you have to roll on a d20 your crit range, and beat your opponents AC by at least 5. Then you roll again to make sure you hit the opponent with the critical. The second roll is the threat roll.
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Post by Mathurin »

Maybe this is different in NWN but in D&D you don't have to beat their AC by 5. You simply have to roll within your crit range and hit, 20 is always a hit regardless of AC anything lower must actually meet or beat AC through bonuses. The threat roll is to decide whether or not this attack does critical damage, which rolls a number of extra dice on damage equal to the modifier of your weapon, for instance most axes have a crit of 20/x3 if you critical you roll the normal damage dice three times. This second threat roll must also hit to make a successful critical hit. If it also hits the target critical damage is rolled, if it misses the damage is simply rolled normally.
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Post by Xandax »

Kinda an expansion on the posts - but does anybody know if the "one-shot-kill" (or what to call it) is in NwN?
You know:
Critical hit, then roll a crit, and then beat the AC = death to the enemy (hehe - did this twice in an IRC RP-session with the main bad buy at level 2 - my DM got annoyed at me )
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Post by Mathurin »

I doubt it since that rule isn't actually D&D official, its simply a widely used extra rule. I use it in the games I DM. Had a player die when a kobold did this too him.
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Post by Datt »

THat is right. They changed it in 3e so you don't have to beat it by 5.

My group plays the instant kill as if you roll three 20s in a row. We have had it come close to one of our own geting killed when the DM rolled two 20s and an 18.
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Post by Magus »

Originally posted by Mathurin
Maybe this is different in NWN but in D&D you don't have to beat their AC by 5. You simply have to roll within your crit range and hit, 20 is always a hit regardless of AC anything lower must actually meet or beat AC through bonuses. <snip>
I'm pretty sure I saw somewhere in the manual that a natural 20 doesn't guarantee a hit. I didn't see anything about beating their AC by 5, but then again, I didn't see anything about threat and initiative roles either. :rolleyes:
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Post by Magus »

Oops, my mistake. A natural 20 doesn't guarantee success in *skill checks*.
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Post by Archimedez »

Hmmm

I read in the the rules that a 20 is allways a hit but a 19 has to role to hit even if it is in the crit range.

>>Critical Hits
When a character makes an attack roll and gets a natural 20, the character hits regardless of the target's AC, and the character has scored a threat. The hit might be a critical hit (or "crit"). To find out if it's a critical hit, the character immediately makes a critical roll — another attack roll with all the same modifiers as the attack roll the character just made. If the critical roll also results in a hit against the target's AC, the character's original hit is a critical hit. If the critical roll is a miss, then the character's hit is just a regular hit.
A critical hit means that the attacker rolls for damage more than once, as indicated by the weapon description for the weapon that scored the threat, with all the attacker's usual bonuses, and add the rolls together to get total damage.
Exception: Bonus damage represented as extra dice is not multiplied when a character score a critical hit.
Increased Threat Range
Sometimes a character's threat range is greater than 20. In such cases, a roll below 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
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Post by Magus »

Thanks for the info, Arch. :)

@Xandax: No, there's no instant death feat in NWN (except for quivering palm). Just instant death spells.
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Post by Ares2382 »

there is no instant death feat that's right, but I think I saw somewhere in the manual it said that if you catch a low level character in some states, like sleeping or paralyzed and you hit him then you can kill him with just one shot.
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Post by archerknight »

If the opponent is sleeping or paralyzed I think you get a coup de gras that kills them with one hit
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Post by Datt »

You do not always get a coup de gras when they are sleeping. When I was in the later part of chapter three there were some creatures that were too tough for me to coup de gras. So I would get a few free wacks on them before they woke up.
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Post by archerknight »

Does anyone know what is required for a coup de gras?
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Post by Datt »

Well I didn't see anything in the manual, but this is what the Players Handbook says


"Coup de Grace: As a full-round action, you can use a melee weapon to deliever a coup de grace to a helpless foe. You can also use a bow or crossbow, provided you are adjacent to the target. You automoatically hit and score a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die.
You can't deliever a coup de grace against a creature that is immune to critical hits, such as a golem."

So I guess the creatures that I couldn't coup de gras made some real good Fort saves, because I know they are not immune to critical hits.
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Post by Ares2382 »

it does say in the manual that you can Coup de Grace monsters that are 4HD or lower.
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Post by Magus »

With that few hitpoints, you could probably just do enough damage to kill them in one or two hits anyway. :p
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