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I am also VERY interested in skill challenges.. we've seen 4/2, 6/3, and 8/4... how high does the success vs fail rolls go?
what makes an easy vs moderate vs hard?
what kind of DC's do we need for the various difficulties at various levels?
Thank you VERY much for this... I want to run some skill challenges for fun this week!
How does that work, exactly? I think it has been previewed, but I can't remember where.
From what I've seen, it would appear that recharges are basically 6, 5-6, 4-6, etc. I vaguely remember talk about a power having a recharge of like 4,6 though, so that it doesn't recharge on a 5.
I think the idea behind this was roll once for a monster for all recharges, and it keeps them from being an all-or-nothing recharge (if you roll a 5, the 1,3 power doesn't recharge, but the 5,6 and 3,5 do), or something like that.
Is the 6, 5-6, 4-6 recharge how its done, or is the system such that one power has 6, one power has 5, one power has 3,4, one power... etc.
(sorry the question is a little convoluted...)
I think that was the old way, but in the final rules you roll once per ability.
__________________ GM of the COre COliseum, a competitive D&D arena. An excellent place to master your optimization skills and rules knowledge.
I've followed the various threads giving snippets fairly closely, so apologies if this was answered before, but I haven't seen it mentioned before.
Anyway, I've seen on various character builds for fighters cleave and either reaving strike or tide of iron, but no mention of the fourth fighter at-will.
So, I was wondering, could any give the name of and what it does in general?
I've followed the various threads giving snippets fairly closely, so apologies if this was answered before, but I haven't seen it mentioned before.
Anyway, I've seen on various character builds for fighters cleave and either reaving strike or tide of iron, but no mention of the fourth fighter at-will.
Sure Strike: Str +2 vs. AC. 1[W] damage.
Now, on the one hand, that's lame. On the other hand, Power Attack lets you take -2 to Hit for +2 to damage (+3 if you're using a two-handed weapon)*. So you could take Sure Strike (+2) and use Power Attack (-2) for a net of +0 for +2/+3 extra damage. But you're also losing your Str to damage, so I'm not sure. Hm.
That's...umm...hrm, isn't pretty much identical to the Ranger's careful shot (melee instead of range of course)? I do agree that that seems like a less desirable ability than what I've seen/heard about the other powers. Although, from what I've heard attack bonuses are seemingly rare, but a +2 seems not quite worth when you're only dealing [1W] or [2W] w/o str.
Oh well, I'll still have to see the whole of the game, maybe it will play out better than it looks on paper.
Sure Strike and Careful Shot are not bad if you're up against opponents with very high defenses. Or if it's important to take out a particular minion, this turn.
Prestidigitation is an at will spell for wizard that can be used to reproduce one of several effects:
Move up to 1 pound of material.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
Color, clean, or soil items in 1 cubic foot for up to 1 hour.
Instantly light (or snuff out) a candle, a torch, or a small campfire.
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
Make a small mark or symbol appear on a surface for up to 1 hour.
Produce out of nothingness a small item or image that exists until the end of your next turn.
Make a small, handheld item invisible until the end of your next turn.
Also, it says you can have as many as three prestidigitation effects active at one time.
This is probably old news, but Detect Magic is part of the Arcana skill.
There is a feat that turns sneak attack dice into d8s (instead of d6s). What Rogue wouldn't take this? And Combat Reflexes is horrible now... (+1 on OAs, that's it?)
__________________ It is difficult to get a man to understand something when his salary depends on him not understanding it -Upton Sinclair
Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand. -Albert Einstein
Alignment is what you are when no one is watching. -Yakoska, fellow D&D player.
Last edited by RigaMortus2; 30th May 2008 at 06:16 AM..
Vorpal weapon is nasty. Not the insta-kill it used to be, but might as well...
Lvl 30 magic weapon. +6 enhan to hit and damage
Deals +1d12 per enhancement on a crit (so basically +6d12)
Whenever you roll the maximum result on any damage die for this weapon, roll that die again and add the additional result to the damage total. If a reroll results in another maximum damage result, roll it again and keep adding.
Also has a Daily Power that is a FREE Action...When you hit with the weapon, deal an extra 3d12 damage with the attack.
__________________ It is difficult to get a man to understand something when his salary depends on him not understanding it -Upton Sinclair
Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand. -Albert Einstein
Alignment is what you are when no one is watching. -Yakoska, fellow D&D player.
Everybody says that multiclassing allows you access to your paragon path. What of Epic Destinies? It's a strange take, but could I be a FIGHTER/wizard/Battle mage/Archmage? Simpler put, how do epic destinies handle requirements for entry?
If it doesn't let you get in from MC, doesn't that mean there is one for wizard, one for rogue, and 2 for everybody else to share (for now anyway)?
__________________ OP By Stalker0
Neo: "So, what are you trying to tell me? At 30th level I don't get anything?"
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Archmage requires you to be a 21st level wizard, so no, you cannot enter the class if all you did was take the Arcane Initiate feat.
Deadly Trickster has a requirement of 21st level, Dex or Cha 21, and training in Acrobatics, Bluff, Stealth, or Thievery. These are rather easy to acquire since you can buy training in any skill with a feat and stat boosts are plentiful.
And Combat Reflexes is horrible now... (+1 on OAs, that's it?)
Probably because you can have as many OA's a round as you like but only 1 per combatant. Combat reflexes has to change as multiple OA's are irrelevant from a Feat now
Dont think anyone came back to this. Looking at attack types Close doesnt have "provokes opportunity attacks" mentioned in the summary box, unlike Ranged and Area attacks so i think your right. And checking "what provokes" in the OA section it only mentions ranges and Area attacks
makes those close blasts from the wizard actually really nice.
Archmage requires you to be a 21st level wizard, so no, you cannot enter the class if all you did was take the Arcane Initiate feat.
Are you sure? Arcane Initiate allows you to be considered a wizard for the purpose of qualifying for stuff, so if you're 21st level, and you're considered a wizard, doesn't that make you a 21st-level wizard?
__________________ GM of the COre COliseum, a competitive D&D arena. An excellent place to master your optimization skills and rules knowledge.
Acrobatics has a specific "Stunt" option that are not present in the other skills. That allows you to do something "tumble-ish" (think the example was something like "vaulting over an opponent") IF you manage to sweettalk you DM into it (read: I think the difficulty was set by the DM on a case-by-case basis, no fixed rule.)
Sounds intriguing. Can't wait to read it for myself (I'm the DM but I'm playing a scoundrelish PC in a SWSE game right now and I quite like the whole "trained only" concept for skills in that game and I was hoping that they'd keep some sort of tumble in that anyone could use rather than limit it to a purely 1/encounter rogue power).