butbutbut, 4e is about making all the players awesome in roughly equal amounts, instead of making a few of them amazing and the rest boring and worthless.
butbutbut, 4e is about making all the players awesome in roughly equal amounts, instead of making a few of them amazing and the rest boring and worthless.
Or fielding entire parties of Wizards, Clerics and Druids because your players are smart enough to know that's where the bread is buttered.
butbutbut, 4e is about making all the players awesome in roughly equal amounts, instead of making a few of them amazing and the rest boring and worthless.
That is communism.
How dare you want everyone to be useful!
Now be a good fighter and stand in the way until we hit level six. If you're good I'll buy you a rubix cube so you have something interesting to do for the rest of the campaign.
butbutbut, 4e is about making all the players awesome in roughly equal amounts, instead of making a few of them amazing and the rest boring and worthless.
Or fielding entire parties of Wizards, Clerics and Druids because your players are smart enough to know that's where the bread is buttered.
Mmmm, one of my favorite characters (god there were so many) was a Human Wizard/Druid in a FrostBurn campaign....He would Wildshape into a Dire ape and wielded a blue ice greatsword, had the feat for wildshape casting......where he didn't have to vocalize, or whatever it was.
Someone on RPGnet referred to 4e as "Harrison Bergeron: the RPG" in reference to its design decision to make the power system across the various classes uniform.
I don't agree with the critique behind it, but I got a kick out of the rhetorical phrasing. That was a grognard with style.
Likewise, I disagree with his ideas (especially since the idea in the story was making all the really smart people more or less incompetent so no one stupid would feel bad), but the fact that he pulled that story for a reference does give points.
tzeentchling on
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage.
Level 21: 2[W] damage.
Effect: You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden.
Does that mean you can become hidden without cover or total concealment?
I believe that this (and a few other rogue powers) are just not carefully worded. There are some rogue powers which state "can make a stealth check to become hidden if you have concealment or cover" which generally should be how the above should read. I say it's incorrect simply because while the power as written would be correct in that you can make a stealth check without being hidden...you would lose stealth immediately because you violate the "Keep Out of Sight" requirement of Stealth right from the start.
The real strength of the Artificer comes from Resistive Formula (I think... the one that gives oodles of THP) and the Paragon tier feat that lets y ou double the targets of it. That's a potent combo of sweet proactive healing.
Having resist 10 on a player until EOE or immunity until EONT is nice, yes, but the most amazing Artificer power is their Arcane Rejuvenation feature which grants Artificer Level + INT Mod temporary hit points to any person who uses a daily magic item power.
It's at this point where you tell the party "Alright, I'm making all of you magic items. I don't care if you can find a use for them, but you're still getting them because I'd like everyone to have THP all encounter long!"
IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited September 2010
I finally have tested my revisions to my solo and elite resilience houserules that I am fully happy with them. I wanted to ensure solos protected their action economy appropriately, while not double dipping when they already had something in place (The Young Black Dragon would be an example).
Solo Resilience thus became a simple rule depending on if the solo had one or multiple initiatives. A single initiative solo simply saves daze, dominate and stun effects at the beginning of its turn (even if these would not ordinarily permit a saving throw). Multiple initiative solos make the save at the end of any of their turns (but not at the start).
This means a single initiative solo protects its action economy pretty efficiently and a multiple initiative solo doesn't "double dip" as much. Actual text became:
Single Initiative Solos: Make saves at the beginning of their turn against the daze, dominate and stunned conditions, even if these effects would not ordinarily permit a saving throw. Their end of turn save can also save against daze, dominate and stunned conditions, even if these effects wouldn't permit a saving throw.
Multiple Initiative Solos: Make saves at the end of any of their turns in a round against the daze, dominate and stunned conditions, even if these effects would not ordinarily permit a saving throw.
Elites: Elites follow the above rules as well, except only against the daze and stun conditions.
Note that where monsters have specific powers, their text always overrides this general rule if applicable (EG Hydra's many headed power). For clarity elites and solos will indicate their save mechanics whenever they actually make a saving throw.
Noting that certain monsters override or even negate the rule. I would not use this on a Young Black Dragon (DDI comic) for example. He can end stun/dominate effects before his turn and he automatically ends a bunch of stuff at the end of his turns anyway. Adding a further action economy protection power onto this monster is just being excessive. The goal here was to add a simple, easy to remember general rule that applied to most solos so that many pre-MM3 solos didn't need excessive modification to be effective (which they did previously). Simply allowing them to save against the main action denial conditions to either recover their turn (single initiative) or their next turn (multiple initiative) works very well and is pretty balanced given they are 5 monsters (or 2).
That's basically how I run solos anyway, except I apply those rules to every status effect ever.
Because I want to fuck up some PC's lives.
smeej on
IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited September 2010
I originally tried it to all status effects, but it is already a major detriment to controller classes and just universally crippling their ability to do anything to a solo was excessive. So I stuck to things that prevent action economy and it works out really well. Saving everything also led to odd situations and questions, like if it could save against being marked and similar.
Alright, do you know where it says that? I checked in the Flaming description and saw nothing of the sort.
Looking for a way to trigger Stirring Song of Baator often. I want to make a hellfire preacher bard.
Edit: Dur, in the beginning of the magic item section, under Power. Though it looks like it changed since mine was made. Which makes sense as adding damage types is way better than replacing.
The errata, which using the specific example of a flaming staff actually.
If the damage types in a power change, the power both loses the keywords for any damage types that are removed and gains the keywords for any damage types that are added (the poison keyword is removed from a power only if that power neither deals poison damage nor has any nondamaging effects). For example, if a wizard casts ray of frost through a flaming staff and uses the staff ’s ability to change the damage to fire, ray of frost gains the fire keyword and loses the cold keyword for that use, since the power is dealing fire damage instead of cold damage. That use of the power can therefore benefit from effects, like feats, that affect fire powers, but not from effects that affect cold powers.”
So if I took Arcane Implement Proficiency (Heavy Blades) I could have a bard who dramatically waves a sword about while his insults burn people to death?
Alright, do you know where it says that? I checked in the Flaming description and saw nothing of the sort.
Looking for a way to trigger Stirring Song of Baator often. I want to make a hellfire preacher bard.
Edit: Dur, in the beginning of the magic item section, under Power. Though it looks like it changed since mine was made. Which makes sense as adding damage types is way better than replacing.
If you found a way to add a small amount of damage, let's say through malek-keth janissary or the feat "shocking flame" to your attacks, the attack gains the keyword without losing any of it's keywords, as well.
Posts
Here's the psurlon from 3E's Monster Manual II:
Unlike this version, the psurlon in the Dark Sun Creature Catalog doesn't looking godsdamned retarded.
That is communism.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
How dare you want everyone to be useful!
Now be a good fighter and stand in the way until we hit level six. If you're good I'll buy you a rubix cube so you have something interesting to do for the rest of the campaign.
Mmmm, one of my favorite characters (god there were so many) was a Human Wizard/Druid in a FrostBurn campaign....He would Wildshape into a Dire ape and wielded a blue ice greatsword, had the feat for wildshape casting......where he didn't have to vocalize, or whatever it was.
He was a gish beast.
Does that mean you can become hidden without cover or total concealment?
Likewise, I disagree with his ideas (especially since the idea in the story was making all the really smart people more or less incompetent so no one stupid would feel bad), but the fact that he pulled that story for a reference does give points.
I believe that this (and a few other rogue powers) are just not carefully worded. There are some rogue powers which state "can make a stealth check to become hidden if you have concealment or cover" which generally should be how the above should read. I say it's incorrect simply because while the power as written would be correct in that you can make a stealth check without being hidden...you would lose stealth immediately because you violate the "Keep Out of Sight" requirement of Stealth right from the start.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Having resist 10 on a player until EOE or immunity until EONT is nice, yes, but the most amazing Artificer power is their Arcane Rejuvenation feature which grants Artificer Level + INT Mod temporary hit points to any person who uses a daily magic item power.
It's at this point where you tell the party "Alright, I'm making all of you magic items. I don't care if you can find a use for them, but you're still getting them because I'd like everyone to have THP all encounter long!"
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Nah, the advantage with this one is that you can move into cover and make a stealth check as part of that movement.
Then use this power, and with that effect, get back into cover after the use of it and try to hide again.
So you can move into hiding, attack with combat advantage, and hide again.
Edit: I am a goddamn healing machine.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Having the art assets searchable would be nice.
"Perish Alone" is a very stylish power.
edit: She is in fact a stylish demon in general. A model of artfully blending fluff and crunch.
A searchable art database would triple the utility of that site.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
And Duke Nukem Forever.
I made a Picassa album with all of the downloadable Art Galleries and have been going through them, tagging them.
Friends, it is a bitch.
And fans who would do it for free, but their business timetable is constantly one year behind.
I have considered your question and devised an experiment to find the solution.
Result: No, not hard at all I've found.
Solo Resilience thus became a simple rule depending on if the solo had one or multiple initiatives. A single initiative solo simply saves daze, dominate and stun effects at the beginning of its turn (even if these would not ordinarily permit a saving throw). Multiple initiative solos make the save at the end of any of their turns (but not at the start).
This means a single initiative solo protects its action economy pretty efficiently and a multiple initiative solo doesn't "double dip" as much. Actual text became:
Multiple Initiative Solos: Make saves at the end of any of their turns in a round against the daze, dominate and stunned conditions, even if these effects would not ordinarily permit a saving throw.
Elites: Elites follow the above rules as well, except only against the daze and stun conditions.
Note that where monsters have specific powers, their text always overrides this general rule if applicable (EG Hydra's many headed power). For clarity elites and solos will indicate their save mechanics whenever they actually make a saving throw.
Noting that certain monsters override or even negate the rule. I would not use this on a Young Black Dragon (DDI comic) for example. He can end stun/dominate effects before his turn and he automatically ends a bunch of stuff at the end of his turns anyway. Adding a further action economy protection power onto this monster is just being excessive. The goal here was to add a simple, easy to remember general rule that applied to most solos so that many pre-MM3 solos didn't need excessive modification to be effective (which they did previously). Simply allowing them to save against the main action denial conditions to either recover their turn (single initiative) or their next turn (multiple initiative) works very well and is pretty balanced given they are 5 monsters (or 2).
Because I want to fuck up some PC's lives.
With tentacles.
The Dragon denies your stupid controllerness three times a round. Die.
A flaming weapon used to convert damage to fire doesn't give the weapon power the [Fire] keyword, right?
Looking for a way to trigger Stirring Song of Baator often. I want to make a hellfire preacher bard.
Edit: Dur, in the beginning of the magic item section, under Power. Though it looks like it changed since mine was made. Which makes sense as adding damage types is way better than replacing.
The errata, which using the specific example of a flaming staff actually.
I think I'm going to have to do that.
We need our own D&D wiki.
If you found a way to add a small amount of damage, let's say through malek-keth janissary or the feat "shocking flame" to your attacks, the attack gains the keyword without losing any of it's keywords, as well.