I really like some of these mechanics that Dark Sun is introducing. I think I am going to shoehorn most of the mechanics into Birth, my tabletop game and Legends of Novus, my PbP game. Themes are awesome and the defiler can be expanded on to give someone a great necromancers sort of feel.
The defiler feat is kinda wonky. You only get the expanded crit range if you do the reroll? I guess it reflects the nature of the magic, I just think the damage far outweighs the benefit but I imagine some party will make it work.
I'm more excited about metal weapons being base +3 weapons!
smeej on
IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
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ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
I really like some of these mechanics that Dark Sun is introducing. I think I am going to shoehorn most of the mechanics into Birth, my tabletop game and Legends of Novus, my PbP game. Themes are awesome and the defiler can be expanded on to give someone a great necromancers sort of feel.
The defiler feat is kinda wonky. You only get the expanded crit range if you do the reroll? I guess it reflects the nature of the magic, I just think the damage far outweighs the benefit but I imagine some party will make it work.
I'm more excited about metal weapons being base +3 weapons!
It's an at-will free action, and it says "You can reroll", so I'm guessing you make the roll for your daily and if it would end up as a crit in the expanded range, you can choose to apply Arcane Defiling since the trigger is the initial attack roll.
(Just my interpretation because otherwise it doesn't make any sense to me)
I really like some of these mechanics that Dark Sun is introducing. I think I am going to shoehorn most of the mechanics into Birth, my tabletop game and Legends of Novus, my PbP game. Themes are awesome and the defiler can be expanded on to give someone a great necromancers sort of feel.
The defiler feat is kinda wonky. You only get the expanded crit range if you do the reroll? I guess it reflects the nature of the magic, I just think the damage far outweighs the benefit but I imagine some party will make it work.
I'm more excited about metal weapons being base +3 weapons!
It's an at-will free action, and it says "You can reroll", so I'm guessing you make the roll for your daily and if it would end up as a crit in the expanded range, you can choose to apply Arcane Defiling since the trigger is the initial attack roll.
(Just my interpretation because otherwise it doesn't make any sense to me)
This is what I assumed as well. If you get an 19, slap the defiler on it to make it a crit.
I guess that's technically true but that's some ridiculous-ass wording. So would you still do damage to your allies if you triggered Arcane Defiling to get the expanded crit from the feat, but didn't use the reroll?
(Ugh.)
Edit: I guess for anyone who isn't reading the article:
Arcane Defiling
At-Will Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power. Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.
Defiling Adept
Prerequisite: 11th level, arcane defiling power
Benefit: When you use an arcane daily attack power with arcane defiling, that attack can score a critical hit on a roll of 19–20. The critical range increases to 18–20 at 21st level.
smeej on
IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
also, I mean, that sort of punishes certain players in a round about way.
example- in the game I was playing that recently ended in divorce, I was the leader, and smeej was the tank. tank's skills were athletics, endurance and I think intimidate.
my skills were athletics, history, and character interaction skills- diplomacy, bluff, intimidate.
we basically got to sit on our butts during most skill challenges within a dungeon, because it'd end up being religion or thievery or stealth or something else we didn't have. Which is fine, everyone needs time to let their character shine, so to speak.
but the simple fact is that we were rarely going to be involved in the skill challenges, so it would have been a recurring source of xp for other characters, not us.
This kinda hits at the heart of the matter. In D&D, everyone's character is built around a particular role. Some characters have more skills, some do more damage, some take more damage, some act to hinder the enemy, etc.
If you start breaking down exactly who did what and to what magnitude, then you start breaking apart the point of a group based game.
ironzerg on
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ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
I guess that's technically true but that's some ridiculous-ass wording. So would you still do damage to your allies if you triggered Arcane Defiling to get the expanded crit from the feat, but didn't use the reroll?
(Ugh.)
Edit: I guess for anyone who isn't reading the article:
Arcane Defiling
At-Will Arcane, Necrotic
Free Action Personal Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power. Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.
Defiling Adept
Prerequisite: 11th level, arcane defiling power
Benefit: When you use an arcane daily attack power with arcane defiling, that attack can score a critical hit on a roll of 19–20. The critical range increases to 18–20 at 21st level.
I would say you still do the damage if you use Arcane Defliing regardless of whether you do or do not reroll the attack, since in this case the reroll isn't the entire benefit of the ability.
you can render the whole question moot by using other elements of the power--
"Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power. Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way."
A. can--not must.
B. Allies take damage regardless of the re-roll
C. Well, if you rolled a 19 on your attack, you can just apply the re-roll to your dmg if you have a jerk DM who won't let you not take the re-roll. Won't matter because you're going to do max damage anyway.
Every other week it craps out, forces me to reinstall, and then it won't update
What a shitheap
Are you installing it as administrator? The only time I had problems with it was when I had it running in an emulated OS (Virtualbox). Now that I run it in Win7, As long as you install/update as an administrator it has worked fine for me.
The Free RPG day Dark Sun adventure is up on wizards site for download. Has a good couple of pages just explaining stuff about the Dark Sun setting. Good stuff. Hadn't seen it mentioned yet.
The Free RPG day Dark Sun adventure is up on wizards site for download. Has a good couple of pages just explaining stuff about the Dark Sun setting. Good stuff. Hadn't seen it mentioned yet.
Nifty, thanks for linking. I was disappointed that they only had the pregen characters up for the longest time after Free RPG day was over.
Eh, it's okay I guess. The Waterbending heal seems overpowered, granting additional healing and a saving throw. Firebending's Striker damage isn't very thematic; it seems to me like it ought to do more damage at the beginning of the encounter and weaken slowly every turn as the character gets tired.
The saving throw's probably to try and make up for the fact that the power is always five squares smaller than the healing powers of other leaders. I was concentrating on the concept of the class' Flowing attacks, though.
So I've just discovered all the Essentials hapablap. Is this going to change the game for the better? For the worse? Opinion seems to be so divided and I don't really know what to think. o_O
So I've just discovered all the Essentials hapablap. Is this going to change the game for the better? For the worse? Opinion seems to be so divided and I don't really know what to think. o_O
hopefully it will just be a change that one can ignore ;-)
So I've just discovered all the Essentials hapablap. Is this going to change the game for the better? For the worse? Opinion seems to be so divided and I don't really know what to think. o_O
hopefully it will just be a change that one can ignore ;-)
True, true.
I have a clutch of new players and I was looking forward to the Essentials line as a good way to introduce them to the game. I'll play wait and see, of course.
So I've just discovered all the Essentials hapablap. Is this going to change the game for the better? For the worse? Opinion seems to be so divided and I don't really know what to think. o_O
hopefully it will just be a change that one can ignore ;-)
True, true.
I have a clutch of new players and I was looking forward to the Essentials line as a good way to introduce them to the game. I'll play wait and see, of course.
From what I can tell, it's just sort of a "Basics" set with some pre-determined class builds included to get players started... I don't think there are any actual rule changes or anything like that (though they do seem to incorporate all the errata).
Then again, this is the third or fourth interpretation I've come up with because they've been pretty shit about releasing actual coherent details.
So I've just discovered all the Essentials hapablap. Is this going to change the game for the better? For the worse? Opinion seems to be so divided and I don't really know what to think. o_O
hopefully it will just be a change that one can ignore ;-)
True, true.
I have a clutch of new players and I was looking forward to the Essentials line as a good way to introduce them to the game. I'll play wait and see, of course.
It looks like they have new class builds which are "easier", but only because the martial characters become weird/boring.
Do what they didn't do: build a fighter, rogue, bow ranger, wizard, and cleric. (if you feel really ambitious, build a warlord that they can pick instead of the cleric). Basically, 2 strikers and one of each other role.
Choose their powers/feats to have synergy with each other--i.e. really bring home the team aspect. Make them level 1. Stat them out up to level 3 or 5, depending on how new the players are.
Then run them through an adventure. Make sure to give them power cards, and just in general make it as easy as possible. Let them play with their back stories but not their powers. Don't even show them the powers lists and feats lists. Just give them the combat rules & do a game with a good mix of combat and roleplay.
Horseshoe - Apparently there's some twitter contest going on now, where you write 140 characters on Elminster dies. Or something. Haven't been able to find it yet.
Yeah, I'm sorta back.
ravensmuse on
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the earthbending one didn't seem to have an actual mark to it, you just buff an ally and mark against something that hits them.
I don't mean to get all Melvin Mechanics on yah, but that's a pretty steep dropoff from the fighter mark and the like.
I'd like something like "mark an enemy, and if they attack anyone but the earthbender, they get "reprisal of the earth" and get an attack role against them. if it hits, they take Con mod. damage and and take a total of -5 to the attack."
Horseshoe - Apparently there's some twitter contest going on now, where you write 140 characters on Elminster dies. Or something. Haven't been able to find it yet.
Yeah, I'm sorta back.
can i just write "Elminster Dies" until I'm up to 140 characters?
Horseshoe on
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ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
Horseshoe - Apparently there's some twitter contest going on now, where you write 140 characters on Elminster dies. Or something. Haven't been able to find it yet.
Yeah, I'm sorta back.
can i just write "Elminster Dies" until I'm up to 140 characters?
Horseshoe - Apparently there's some twitter contest going on now, where you write 140 characters on Elminster dies. Or something. Haven't been able to find it yet.
Yeah, I'm sorta back.
can i just write "Elminster Dies" until I'm up to 140 characters?
Posts
I'm more excited about metal weapons being base +3 weapons!
It's an at-will free action, and it says "You can reroll", so I'm guessing you make the roll for your daily and if it would end up as a crit in the expanded range, you can choose to apply Arcane Defiling since the trigger is the initial attack roll.
(Just my interpretation because otherwise it doesn't make any sense to me)
This is what I assumed as well. If you get an 19, slap the defiler on it to make it a crit.
(Ugh.)
Edit: I guess for anyone who isn't reading the article:
Arcane Defiling
At-Will Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power. Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.
Defiling Adept
Prerequisite: 11th level, arcane defiling power
Benefit: When you use an arcane daily attack power with arcane defiling, that attack can score a critical hit on a roll of 19–20. The critical range increases to 18–20 at 21st level.
This kinda hits at the heart of the matter. In D&D, everyone's character is built around a particular role. Some characters have more skills, some do more damage, some take more damage, some act to hinder the enemy, etc.
If you start breaking down exactly who did what and to what magnitude, then you start breaking apart the point of a group based game.
I would say you still do the damage if you use Arcane Defliing regardless of whether you do or do not reroll the attack, since in this case the reroll isn't the entire benefit of the ability.
"Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power. Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way."
A. can--not must.
B. Allies take damage regardless of the re-roll
C. Well, if you rolled a 19 on your attack, you can just apply the re-roll to your dmg if you have a jerk DM who won't let you not take the re-roll. Won't matter because you're going to do max damage anyway.
Every other week it craps out, forces me to reinstall, and then it won't update
What a shitheap
tumblr | instagram | twitter | steam
Are you installing it as administrator? The only time I had problems with it was when I had it running in an emulated OS (Virtualbox). Now that I run it in Win7, As long as you install/update as an administrator it has worked fine for me.
Time to email customer service again. Ugh.
tumblr | instagram | twitter | steam
Yeah, I've heard of that happening.
Though, bright side I guess, I've also heard they will let you download if you talk to them without a lot of arm wringing.
It's happened to me before and yeah, they're pretty lenient about it. They just ask for your security question and stuff before they reset the limit.
I guess they're used to it happening by now
tumblr | instagram | twitter | steam
The Free RPG day Dark Sun adventure is up on wizards site for download. Has a good couple of pages just explaining stuff about the Dark Sun setting. Good stuff. Hadn't seen it mentioned yet.
Nifty, thanks for linking. I was disappointed that they only had the pregen characters up for the longest time after Free RPG day was over.
3DS: 0963-0539-4405
No seriously, check that out. I like some of the water- and earthbender mechanics a lot.
hopefully it will just be a change that one can ignore ;-)
if elminster does not actually die at the end of this book
i am going to make ed greenwood wish he was never born
where the hell is Arivia anyway
she probably has his address and dossier on him
True, true.
I have a clutch of new players and I was looking forward to the Essentials line as a good way to introduce them to the game. I'll play wait and see, of course.
you answered your own question! ;p
From what I can tell, it's just sort of a "Basics" set with some pre-determined class builds included to get players started... I don't think there are any actual rule changes or anything like that (though they do seem to incorporate all the errata).
Then again, this is the third or fourth interpretation I've come up with because they've been pretty shit about releasing actual coherent details.
oh damnit
it all makes sense now
ARIVIA THIS IS YOUR FAULT ISN'T IT
(special thanks to forumer Ringo for sigging that)
It looks like they have new class builds which are "easier", but only because the martial characters become weird/boring.
Do what they didn't do: build a fighter, rogue, bow ranger, wizard, and cleric. (if you feel really ambitious, build a warlord that they can pick instead of the cleric). Basically, 2 strikers and one of each other role.
Choose their powers/feats to have synergy with each other--i.e. really bring home the team aspect. Make them level 1. Stat them out up to level 3 or 5, depending on how new the players are.
Then run them through an adventure. Make sure to give them power cards, and just in general make it as easy as possible. Let them play with their back stories but not their powers. Don't even show them the powers lists and feats lists. Just give them the combat rules & do a game with a good mix of combat and roleplay.
Yeah, I'm sorta back.
the earthbending one didn't seem to have an actual mark to it, you just buff an ally and mark against something that hits them.
I don't mean to get all Melvin Mechanics on yah, but that's a pretty steep dropoff from the fighter mark and the like.
I'd like something like "mark an enemy, and if they attack anyone but the earthbender, they get "reprisal of the earth" and get an attack role against them. if it hits, they take Con mod. damage and and take a total of -5 to the attack."
can i just write "Elminster Dies" until I'm up to 140 characters?
EEEEEEEEEllllllllllmmmmmmmmmmiiiiiiiiiinnnnnnnnnnsssssssssstttttttttteeeeeeeeeerrrrrrrrrr DDDDDDDDDDiiiiiiiiiieeeeeeeeeessssssssss
... that's only 130 characters.
http://www.youtube.com/watch?v=_xwoucDNCT4
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
pity those whom he hits
(especially the dudes with bare butts. they don't stand a chance against his peckin' of doom. or the big burly man.)
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
fear his buck-buckawk that heralds your doom