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[D&D 4e Discussion] Jim thinks this thread title shouldn't change so often
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I would only do that if they are level two by the time they get there.
Also, don't forget that the goblin boss is an elite with 100hp who does a ton of damage, especially when bloodied (1d8 + 1d10 + 4 = avg 14 damage a round, 22 on a crit). You may think it is going to be easy, but he gave the party of seven I ran a scare when he nearly dropped both their defenders. The only thing that saved the PC's was that the wizard hit him with the necrotic encounter power, thus weakening the goblin for his four attacks that round (dual axe + action point).
"Go up, thou bald head." -2 Kings 2:23
Similarly:
Warlock curse says 'whenever you deal damage'
Ongoing damage adds curse damage per every tick?
I would rule that as only damage directly done by you. IMO, ongoing damage wouldn't count. Definitely could be ruled either way, though.
"Go up, thou bald head." -2 Kings 2:23
"Go up, thou bald head." -2 Kings 2:23
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Can someone point me to where I can find the rules for re-training in either the PHB or DMG please?
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Skyrim
GT/Twitter: Tanith 6227
Is there more than one enemy in the Blinding Strike Area? If no, then it applies to all enemies in a Close Burst 3. If yes, the it only applies to one enemy.
You get to choose which creature to apply damage too after damage has been rolled.
You get sneak attack/Hunters Quarry/Warlocks Curse once/round period. Which attack that damage is applied to and which enemy its applied to is your choice. Such you can choose to not sneak attack/quarry/curse minions and save the damage for something else.
They all work the same way, you get the damage once/turn(new errata says it recharges at the start of your turn), and you can only apply that damage to one enemy.
This is correct - I was just reading it yesterday.
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Also:
In retrospect, the podcast group's lack of a striker definitely shows when you think about the tactical situations they are finding themselves in. Even if they were hitting, they were kindof all over the place.
The problem is it still ends up being the same thing and players rapidly pick up on things like this. There is very little, if any difference in 4th edition, between "master crafted +1" and "magical +1". In fact, in 4th edition that is meaningless, they are the same concept. There are no enemies specifically immune to non-magical items anymore in 4th edition (actually this is a huge improvement IMO) and there is actually not very many creatures vulnerable specifically to X (except undead and creatures like dryads that hate fire etc). In general, a masterwork weapon +1 is identical to a magical item +1, to the point where you're not changing anything. There is no mechanical effect except saying "this isn't magical, it just does what every single other magical weapon does". My players, predictably, did not buy the argument (not to mention due to materials shortages such weapons would also be rare) and I decided to just make very clever in game justifications for why people had X item to give my players.
I've kept up with the treasure tables (even at level 3, players without their magical items start to be really pressed in combat, they are a huge part of characters balancing in 4th, so much as I completely underestimated the effect until I tried it) and thus far everything makes sense. It's still low magic, but all of the items the players have are hard earned and still satisfying to find.
If I had to re-write my campaign, I would make the time difference some 300 years and apply Dark Sun like natural selection to the characters (I have a mere 40 years, not quite enough time). So that they would gain more frequent stat boosts to compensate instead.
Maybe give them magic items a couple levels higher than they should receive to help carry them through the dry spells? Just tossing about ideas.
Funny side note. The Loudwater preview on wizards.com has the same printer's marks as the leaked PDFs had...er...or so I'm told. :whistle:
Doesn't work terribly well and I think it might have the opposite effect. Minding, at level 1 they are expected to have at least one level 5 item, so it might not be too much of a stretch to throw a level 7 or 6 item in there.
this is actually a favorite concept of mine. it makes the characters feel more attached to their gear, so that it's not just "hey, i got a new sword, time to pawn the old one!"
i used to great effect in an L5R game: the characters all had magic items that they later found out were part of a set, the stronger the party got, and the more items from the set they found, the stronger their items got. it was a party of 5, and there were a total of like 10 or 15 items...it became a major quest to get the whole set.
hell, finding out how many items were in the set in the first place was a major milestone...
I am so stealing this:mrgreen:
Double extra points if the captured weapons are intelligent. :twisted:
There can be only one. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Wii: As soon as I look it up.
The whole 50% miss chance thing is pretty nasty before players start figuring out how to boost their chances.
Re-writing the system, when I don't know the effects of said re-writing is really bad. I must immediately concede, my first mistake was writing a low magic setting when I didn't understand how integral magic items were to characters in 4th compared to 3rd.
Not saying we tried to tell you, but.
We did.
OTOH, from what you've been saying about your game, it seems to be going pretty well. Which speaks to the quality of the players and the dedication of the DM.
This would be about in-line with magic weapons like Flaming Weapon, which on criticals do an extra 1d6 damage per plus, and since there's 6 levels of those, one at every 5 levels... obviously it's not perfect, but it's close.
Alternately, you could just have some sort of massive catastrophic event after which magic becomes commonplace.
"No mom, it's Kalarel"
"Go up, thou bald head." -2 Kings 2:23
Yep, I had some rough calculations (just got home and saw it) and they seem to have greatly improved it.
Just in time for me to test it tomorrow!
Edit: Wow, this is really different.
So much so that the errate can be a bit tricky. To the point where I'd wish they'd also do an article on it or something that would just replace the DMG section entirely rather then having to puzzle it out with the errate in one hand and the book in another (I'm totally not ok with writing them into my books).
Skyrim
GT/Twitter: Tanith 6227
and related
http://www.wizards.com/dnd/files/UpdateScrn.pdf
Not the same, quite the reverse actually in that players can be totally smitten with a regular weapon or item if it has a name and a history and have on occasion past on more powerful but unnamed versions in favour of their current one.
I loved all 8 episodes and now I'm very sad that there will be no more. Oh well, I'm very glad I got to enjoy them.