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A magic implement could have a power that would be usable - I don't think this is necessarily an issue for the errata, even though the implement often would be useless.
Good point, but I checked out all the other Utility powers and not one that I could see had the Implement Keyword, so it leads me to believe it is an error. I made it blue anyway, until we get word from WotC.
Quote:
Originally Posted by sirshandlar2
Um, when and where was this specified? It looks like the WotC FAQ is still saying this:
We've had a few different answers from customer service on that question, and coupled with the fact that the Healing Hands feat only gives it benefit to allies healed with Lay on Hands, there was some disagreement. Also, I didn't see that the FAQ had an answer for that particular issue... I guess I should read my own threads, huh?
Seems to be a math error here--the DC should be 19, not 20.
base 15 + 4 (for half level) = 19
If the printed text was intentional, it both rounds off against the players and displays sloppy math. Both of these are unfortunate precedents to establish for DMs.
Seems to be a math error here--the DC should be 19, not 20.
base 15 + 4 (for half level) = 19
If the printed text was intentional, it both rounds off against the players and displays sloppy math. Both of these are unfortunate precedents to establish for DMs.
Read the note at the bottom of the table at the bottom of that page. They're not adding the half level modifier, they're adding the skill check modifier to the Easy DC from that table for a PC of 8th level.
No error.
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Since it's a point of hilarity with my group, Eidolons, despite being statues, aren't immune to poison. We wrote in to CustServ and received the reply that this was an intentional omission (!) but with no explanation, and on a reply question of "...why?" we were told that it was being referred to the development staff, and have heard no official response.
Since it's a point of hilarity with my group, Eidolons, despite being statues, aren't immune to poison. We wrote in to CustServ and received the reply that this was an intentional omission (!) but with no explanation, and on a reply question of "...why?" we were told that it was being referred to the development staff, and have heard no official response.
I believe it is because they tried to do away with blanket immunities. Notice that undead are no longer immune to critical hits, and constructs are not immune to sleep.
I believe it is because they tried to do away with blanket immunities. Notice that undead are no longer immune to critical hits, and constructs are not immune to sleep.
Yeah, but every single other construct is immune to disease and poison, except for warforged, which are explicitly living constructs and have a weird and involved explanation of why they are not.
So as it stands, you can't poison arcane stone golems, but you can poison divine stone golems.
Yeah, but every single other construct is immune to disease and poison, except for warforged, which are explicitly living constructs and have a weird and involved explanation of why they are not.
So as it stands, you can't poison arcane stone golems, but you can poison divine stone golems.
I guess I didn't know that. Odd. We'll have to wait for the response I suppose?
Both of these races can carry exactly the same amount (100/200/500 lbs.). If that isn't nonsensical enough, the 10 Strength halfling (above) can carry 20 lbs. more than their own weight with the greatest of ease.
There's keeping the rules simple and then there's simplifying them too much. If encumbrance is so unimportant, then Wizards should at least base their calculations on character weight *and* Strength in some manner. Perhaps the printed ranges of character weight can be the base values for encumbrance.
If these encumbrance rules stand, not even a warhorse can carry a naked dragonborn of average weight more than 2 squares per move action (see Mounts and Transport, also on page 222 of the PH). In addition, while there is a +25% encumbrance modifier for quadrupeds, there are no multipliers for size.
I think encumbrance might of been one of those things that was overlooked in the final edit.
Last edited by Angrygodofmilk; 23rd June 2008 at 10:44 PM..
P. 80, "Come and Get It" Fighter attack 7. Nearly identical to the higher level power Warrior's Urging, which has the Charm keyword. This should also have the Charm keyword, or neither should.
Careful Attack
Hit: 1[W] damage (melee) or 1[W] damage (ranged).
Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st
level.
Twin Strike
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
It's like they meant to add Str/Dex modifier to Careful Attack, but forgot, or removed it and didn't reduce the Hit field to a single entry as it is with Twin Strike.
If damage is 1[W] for both melee and ranged, there's no reason to list them separately. Since Careful Attack is mathematically inferior to Twin Strike, it's very possible they omitted adding ability modifier damage here.
I believe it is because they tried to do away with blanket immunities. Notice that undead are no longer immune to critical hits, and constructs are not immune to sleep.
Correct.
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The scale for the map of Nentir Vale (which, btw, sounds too much like Elsir Vale for my tastes) on p. 206 of the DMG seems off. It states on p. 208 under "Dwarf" that Hammerfast is "a week's travel distant" from Fallcrest, but judging by the map's scale, even with a dwarf's slower overland travel speed, it would only take 4-5 days to travel from Fallcrest to Hammerfast.
Personally, I'm not surprised that the scale is off. WotC isn't all that good at marrying map scales with distances mentioned in fluff text. (They're also not all that good at keeping map scales consistent -- some of the close-up map scales in Red Hand of Doom didn't match the main Elsir Vale map scale.)
PHB pg. 157, describing the effects of using an orb as a Mastered Implement:
"Alternatively, you can choose to extend the duration of an effect created by a wizard at-will-spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn."
The problem is, the Cloud of Daggers and Ray of Frost spells effects already end at the end of the wizard's next turn. Either the spell listings are incorrect, or the description of the effect of orb mastery is.
PHB pg. 157, describing the effects of using an orb as a Mastered Implement:
"Alternatively, you can choose to extend the duration of an effect created by a wizard at-will-spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn."
The problem is, the Cloud of Daggers and Ray of Frost spells effects already end at the end of the wizard's next turn. Either the spell listings are incorrect, or the description of the effect of orb mastery is.
You use the orb the round after you've used the at-will.
Both of these races can carry exactly the same amount (100/200/500 lbs.). If that isn't nonsensical enough, the 10 Strength halfling (above) can carry 20 lbs. more than their own weight with the greatest of ease.
There's keeping the rules simple and then there's simplifying them too much. If encumbrance is so unimportant, then Wizards should at least base their calculations on character weight *and* Strength in some manner. Perhaps the printed ranges of character weight can be the base values for encumbrance.
If these encumbrance rules stand, not even a warhorse can carry a naked dragonborn of average weight more than 2 squares per move action (see Mounts and Transport, also on page 222 of the PH). In addition, while there is a +25% encumbrance modifier for quadrupeds, there are no multipliers for size.
I think encumbrance might of been one of those things that was overlooked in the final edit.
Maybe they just did it to make it easier.. And why shouldnt someone that is smaller be able to carry as much as an normal person?
And as i can remember, it is stated in the phb what the carrying load is for an horse..