I've made it a habit when printing off character sheets to have a notecard on hand to jot down the full text of all my feats for reference at the game table.
I've made it a habit when printing off character sheets to have a notecard on hand to jot down the full text of all my feats for reference at the game table.
I (and you can) edit the text that the CB puts on the sheet, though I typically trim unnecessary information to shrink the space required so they all fit on the same page, rather than add extra information.
This is the part where I once again bemoan Wizards not selling the license to/hiring someone to make an awesome console/handheld TRPG with the 4e combat system.
To be fair, it's not entirely under their control. Certainly not Wizards.
Hasbro, at this point, sees D&D as this quaint thing that nets a fair amount of licensing money from computer games they don't have to involve themselves with.
Well yeah, they have a parent company, but they could have netted a fair amount of licensing money with more games they didn't have to involve themselves with. The kinds I want, instead of weird 3rd person dungeon brawlers.
The problem is that license was sold years and years ago. They make money from it, more than from the main line is what I heard, but in corporate eyes that isn't the same thing as D&D and so doesn't get D&D out of hot water for not making enough cash.
Really, I'm shocked that they announced the playtest for 5e is going to be so long. I think it's a good thing, or well, a less bad thing, but I'm surprised they're being allowed to go a year without obvious product.
Of course, they've got those reprints going....it really saddens me that they might sell better than 4e did.
If a creature's knocked prone with an opportunity attack, does it lose it's move action? Or can it still stand up?
The former. When you get knocked prone in the middle of a move action, any remainder of that move action is lost (unless you have some way of standing up as a free action).
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GrogMy sword is only steelin a useful shape.Registered Userregular
That was my understanding I just couldn't find it written anywhere, thanks.
Rules question: the "Soothing Wind" Warden power (page 96 of Primal Power) is a daily power that reads "you use your second wind and regain 2d6 additional hit points." I'm assuming that means your second wind is burned, not that you get to do this in addition to your regular second wind, correct?
I'm also assuming the answer to this is "no," because it would be very powerful, but is there any way for a character to get an extra second wind in 4th edition? Specifically, a Dwarven Warden?
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dresdenphileWatch out for snakes!Registered Userregular
edited October 2012
It depends on what level you are, but Armor of Enduring Health grants you an additional use of second wind per encounter. It's level 23 and has to be hide or chain.
Spiritual Rejuvenation is a Warden Daily Minor action utility (Level 10) which recharges your second wind if you've used it already in the encounter.
It depends on what level you are, but Armor of Enduring Health grants you an additional use of second wind per encounter. It's level 23 and has to be hide or chain.
Spiritual Rejuvenation is a Warden Daily Minor action utility (Level 10) which recharges your second wind if you've used it already in the encounter.
Just being a Dwarf lets you spend it as a minor action, which is pretty great already. A Dwarf Warden is probably one of the hardiest characters you can come up with.
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
I keep thinking of the Third Wind endurance (IIRC) skill power, but I'm not sure if that's a proper second wind or not. Might just let you spend a surge or something.
There were a few other things around that did let you use your second wind again, but I think all of them were errata-ed away to just being 'spend a surge', specifically because of dwarf wardens.
I keep thinking of the Third Wind endurance (IIRC) skill power, but I'm not sure if that's a proper second wind or not. Might just let you spend a surge or something.
There were a few other things around that did let you use your second wind again, but I think all of them were errata-ed away to just being 'spend a surge', specifically because of dwarf wardens.
I can definitely see why. Played our first game on Monday. Our group is a Psion, a Wizard, a Warden (me), a Rogue, and a Bard. Two controllers with the Warden's abilities to make difficult terrain worked out really well.
Hearing about classes working together makes me long for another 4E game. The combat is just so satisfying.
On a related note, who likes Gamma World? I'm going to be putting up a recruitment post for a PbP pretty soon. Just getting some logistics squared away first.
Gamma World is a fun little diversion. I like to bring it out every once in a while, but it's hard to motivate myself to come up with anything other than a month-long one-shot. That's as a GM, of course, as a player I fucking love generating wacky characters and figuring out the most bizarre way to make them work.
webguy20I spend too much time on the InternetRegistered Userregular
yea gamma world seems to be a great 1-10 romp of ridiculousness. So much fun. I love Gamma world as a break between the year long campaigns. We've played where pretty much at the end of every session you gain a level, and the adventure is over at level 10.
My group played one campaign where at one point I picked up a "pocket nuke" from some boss or something early in the campaign. Always had it on me but never a real good situation to use it, considering it was a fucking nuke.
Anyways the final boss battle rolls around and we are fighting a mutant abomination on top of a battle zeppelin that's heading to this city we are supposed to protect. Anyways the battle is going poorly, my buddy dies and I'm on my last action before I get taken out, so what do I do? Pop that fucking pocket Nuke. I end up taking out everything within like a mile radius. The DM had forgotten I had picked up that thing and was delighted that I pulled it out. It was a great end to the campaign. Yea we didn't survive, but we certainly went out with style, and saved the city we had to protect.
webguy20I spend too much time on the InternetRegistered Userregular
Double post....back from the dead.
Running a 4th ed adventure in the new year... One of my players wants to play an essentials character. From my understanding an essentials character should integrate pretty decently with base 4th ed. Is this true? I hope it is!
Yeah, they'll fit in just fine. They tend to be a little simpler in terms of creation and leveling but they fit in 4E mechanics perfectly.
Terrendos on
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webguy20I spend too much time on the InternetRegistered Userregular
excellent. The guy playing him comes from 3.5 and pathfinder, and doesn't enjoy the complexity of 4th ed. We've went around a few times about it (in a fun joking fashion). My argument is always that 4th ed is just complex in a different way than 3.5, not any more complex. Oh well, if essentials sates his hunger and doesn't fuck up my game, everyone wins!
Being the DM, you should get familiar with the sort of character he's running, though. Ask him questions about his powers if you have them, and don't be afraid to ask to read them over yourself just so you get a good understanding if you're confused by something. I have to do that with complicated utility powers or some of the stacking effects that Essential characters sometimes have.
At least the stacking rules are the same as 3.5 with same named bonuses not stacking.
Do you know which Essentials class he's looking at? Slayer is probably the easiest though Knight isn't bad either. I would probably guess it's one of those two if he's looking for something as 3.5-ish as possible.
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Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I (and you can) edit the text that the CB puts on the sheet, though I typically trim unnecessary information to shrink the space required so they all fit on the same page, rather than add extra information.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Everyone knows that people who use computers hate being able to modify things!
Hasbro, at this point, sees D&D as this quaint thing that nets a fair amount of licensing money from computer games they don't have to involve themselves with.
Really, I'm shocked that they announced the playtest for 5e is going to be so long. I think it's a good thing, or well, a less bad thing, but I'm surprised they're being allowed to go a year without obvious product.
Of course, they've got those reprints going....it really saddens me that they might sell better than 4e did.
The former. When you get knocked prone in the middle of a move action, any remainder of that move action is lost (unless you have some way of standing up as a free action).
Spiritual Rejuvenation is a Warden Daily Minor action utility (Level 10) which recharges your second wind if you've used it already in the encounter.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Yeah, I know; that's why I want to be able to do it. :bz
I get, like, +7 AC/+3 to all other defenses right now after second winding, and at level 8, I'll also get a damage bonus. It's pretty baller.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
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It just lets you spend another healing surge.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
On a related note, who likes Gamma World? I'm going to be putting up a recruitment post for a PbP pretty soon. Just getting some logistics squared away first.
I would be totally up for a game.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
My group played one campaign where at one point I picked up a "pocket nuke" from some boss or something early in the campaign. Always had it on me but never a real good situation to use it, considering it was a fucking nuke.
Anyways the final boss battle rolls around and we are fighting a mutant abomination on top of a battle zeppelin that's heading to this city we are supposed to protect. Anyways the battle is going poorly, my buddy dies and I'm on my last action before I get taken out, so what do I do? Pop that fucking pocket Nuke. I end up taking out everything within like a mile radius. The DM had forgotten I had picked up that thing and was delighted that I pulled it out. It was a great end to the campaign. Yea we didn't survive, but we certainly went out with style, and saved the city we had to protect.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Running a 4th ed adventure in the new year... One of my players wants to play an essentials character. From my understanding an essentials character should integrate pretty decently with base 4th ed. Is this true? I hope it is!
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Do you know which Essentials class he's looking at? Slayer is probably the easiest though Knight isn't bad either. I would probably guess it's one of those two if he's looking for something as 3.5-ish as possible.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
So, uh.....maybe a Hexblade? They aren't too bad and are simpler than a normal Warlock.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar