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[DnD+GW 4E Discussion] Distinctly lacks anything to Jenga
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More importantly, they already have the Elemental book stuff in the Compendium that was released just 3 days ago.
I'd say they're more like hadoukens.
Ironwrought theme is instantly on my Dwarf Battlemind, let me tell you.
All of its benefits (outside speaking Primordial) is actually what the Aquatic keyword trait already gives creatures. It just rarely comes up because most campaigns don't run with aquatic combat and most races aren't Aquatic. Is very useful if you figure you'll be on the Elemental Plane of Water though!
I have never played an Encounters session (other than the Neverwinter intro at Gen Con) because I am a hermit and can't be bothered to go to a gaming store on a weeknight, but I've heard good things.
Well, so is the Earthforger. The Level 10 passive benefit is literally the Dwarf racial power that reduces forced movement by 1 square. Of course if a Dwarf takes the theme, that means they will reduce it by 2 squares.
Or have I just completely misunderstood how it works?
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Uh huh. But this is instead of the bonus any items you do get will give you, right?
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No, if your items have a higher enhancement bonus than what you'd normally have from inherent bonuses then the higher bonus would apply like normal as same typed bonuses never stack.
Item/Power/Racial/Feat/etc. bonuses to stats are still unaffected by inherent bonuses as the only thing it does is give you scaling enhancement to flatten weapon/armour progression that otherwise might lag.
Ahhh, I get it now. Thanks, it was causing a bit confusion at the table!
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Everyone gets the Expertise +1/tier to hit in everything they do (they still have to buy the feat to get the other stuff), even non-weapon and non-implement attacks. In addition to the usual inherent bonus rules, everyone's magic items scale with their inherent bonus level. If I want to give them a real power boost I'll do it by upgrading their uncommon gear into rare gear.
This way, they can focus on making the character they want, and I can focus on INTERESTING items instead of slight upgrades. I am in love with things like Folding Boats and Hedge Wizard's Gloves and Restful Bedrolls.
Mage Hand (wizard cantrip, also available through Hedge Mage Gloves) is a conjuration. Congrats, you now have a minor action level 1 cantrip that, while previously an arguably completely non-combat spell, now is available for use to grant combat advantage all day every day. I would guess they might errata this somehow.
Good catch, though. There are probably some more interactions like these that arguably weren't intended. It'll be curious to see which of them get errata'd out of existence.
I just made an archer ranger for my Encounters game - I can't think of a character that would be simpler to play for seeing how I feel about 4E. If I stick with these rules, I'll branch out to something more fun
Well, it says "An enemy that is immune to fear is immune to this effect." So it's more like, the orc going, "Oh shit, that mage hand is about to tickle me!!!! AHHHHH!!!"
Less mage hand, more "mage spiked taser gauntlet of doom."
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For example, the Rogue/Thief can bloody if not kill most anything on his first hit with combat advantage. I'm not sure if we are adding everything up wrong, or if they are supposed to do that much damage. We are using the online character builder for creation so they are updated with the latest rules.
So when he flanks he is getting 1d6 plus 2d8 plus 5 against people. (He took the backstabber talent.)
If he back stabs he gets 2d6 plus 2d8 plus 5.
Does that add up or is that too much damage?
On a hit Sneak Attack/Backstab with a Short Sword-
1d6 (Short Sword)+4 (Dex)+2 (Weapon Finesse)+2d8 (Sneak Attack)+1d6 (Backstab).
So in total (2d6+ 2d8+ 6) would be his once per encounter Backstab damage.
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It's his thing. Damage is all a striker offers so they'd better be noticeably better at it then other people. That level damage is on the high end of striker starting but it is not out of line.
Do remember that encounters need to take into account the number of players. I think the standard is still 4? Really not sure of that though.
Edit: I suppose the natural counter to a striker always shining is the minion but I wouldn't advise really trying to "counter" players without lots more reason.
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I need to figure out a way to challenge them a bit more. I'll look for more npcs that can shift the players around and knock them prone.
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With 1d6+2d8+5 damage coming regularly that's an average of ~17 damage a hit, with max damage of 27. A level 2 soldier with 10 CON (low CON here) has an hp total of 34. He shouldn't be killing anything in one hit, barring critical hits with a good magic weapon and including party buffs to damage. He should, now and again with good rolls, be bloodying such enemies particularly if he uses his encounter but he shouldn't be outright killing things unless you're using unusually weak enemies.
As DevoutlyApathetic mentioned, make sure you're budgeting your encounters for 5 players instead of the default assumption of 4.
Usually include either at least one controller or a couple of skirmishers in an encounter to get some tactical flexibility for Team Monster.
Don't go out of your way to shut down the striker unless it's at the point where the other players don't feel like they're contributing - if your party is becoming Rockstar Thief and His Backup Dancers then you've got some options for that (use some Brutes to limit his ability to 1 or 2 shot the monsters, look into monsters with Immediate Interrupts that trigger when an enemy moves into a flanking position (Copper Dragons have a really nice alternate power in one of the Draconomicons that you can use as a template, although if you're not putting it on a solo you'll want to make it an encounter power), etc. There's a power some demons get that death frenzies them -the first time they would die, they instead go to 1 hp, gain an AP, and gain DR 15 until the start of their turn. Occasional monsters with powers like that go a long way towards stopping the "I hit you one time, for a billion damage" striker builds from dominating.)
If, however, the problem is more that the PARTY is doing extremely well, and the thief's damage is just one aspect of that, then don't go out of your way to limit the thief player - you'd be better served by just upping the encounter levels a notch or two.
I believe I have the encounters scaled correctly, but I will double check. I think some of the problem is me to be quite honest. I need to figure out how to control the NPC's better. I know that I have missed damage and special affects that would have helped break some of their combat advantage.
I appreciate the tips, thanks for the feedback.