Compiled Conditions List - UPDATED, REFORMATTED

im_robertb

First Post
This is a compiled 4th Edition Conditions list I've made up from various sources, in alphabetical order. Most of it is from the new D&D Miniatures Rules. "From a D&D Experience Report" means I got it from someone on the internet who is attending D&D Experience, or at least says they are (I wouldn't take them if they didn't look right). A bit of information on Immediate Actions and Death/Dying at the bottom. "Marked" is included.

Yes, there may be errors, since I'm not Mike Mearls, just compiling from various sources.

This list was put together with a focus on getting all conditions mentioned in:
1) The pregenerated PCs we've all seen.
2) Monsters in the Raiders of Oakhurst adventure posted on these forums.
EDIT:
3) Monsters in the Second Son adventure posted on these forums.

The only remaining mystery without a reasonable solution, I think, to run the Raiders of Oakhurst adventure concerns monster abilities that include Recharging. "Recharge 4 5 6" we're pretty sure means roll 1d6, on a 4 5 or 6, it recharges. But is this rolled at the start of the turn, at the end of the turn, at the end of the next turn, what? My answer would be at the start of the monster's turn, as a guess. Also, those monsters that say "Recharge 5", while it's quite possible that this isn't the case, my guess would be it's Designer shorthand that missed editing, and it should be "Recharge 5 6" or whatever.

EDIT: Current speculation that I agree with indicates that if the number isn't listed, a power doesn't recharge on it. Roll a single d6 at the start of the creature's action; if the number on the die is listed for a given power, it recharges. For example, a monster could have as abilities: Uberstab - Recharge 5 6, Crazy Dodge - Recharge 6, and Minor Teleport - Recharge 4. If a 1, 2 or 3 is rolled, nothing recharges. If a 4 is rolled, Minor Teleport recharges. If a 5 is rolled, Uberstab recharges, and if a 6 is rolled, both Uberstab and Crazy Dodge would recharge.

Anyhow, enough babbling, here it is.

Blinded (Based on Invisibility from D&D Miniatures Rules)
  • You cannot make Ranged Attacks or Opportunity Attacks.
  • All enemies have Concealment 11 against you (when you hit them with a Melee or Ranged attack, roll a d20: On a result of 11 or greater, you hit. Otherwise, you miss.)
  • All enemies have have Combat Advantage against you.

Dazed (From D&D Miniatures Rules)
  • All enemies gain Combat Advantage against you.
  • You cannot flank enemies or help an ally gain flanking.
  • You cannot make Opportunity Attacks or use immediate actions.

Immobilized (From D&D Miniatures Rules)
  • You cannot move on your own: your Speed is 0.
  • Otherwise, you can act normally.
  • Effects that push, pull, or otherwise transport you still work normally.

Insubstantial (From D&D Miniatures Rules, Monster Statblocks)
  • You take half damage from all attacks except critical hits.
  • You cannot move through enemies, walls, or blocking terrain (as normal), and difficult terrain affects you normally.
  • You can still attack.

Invisible (From D&D Miniatures Rules)
  • No one has Line of Sight to you.
  • No one can target you with a Ranged Attack.
  • You have Concealment 11 against attackers (when they hit you with a Melee or Ranged attack, they roll a d20: On a result of 11 or greater, they hit. Otherwise, they miss.)
  • You have Combat Advantage against enemies you attack.
  • Enemies cannot make Opportunity Attacks against you.

Marked (From Premade Character Sheets and Save My Game Article)
  • A particular creature has marked you.
  • You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one.
  • You are at -2 on all attacks that do not include the creature that marked you as a target.
  • You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability.

Ongoing Damage (From D&D Miniatures Rules)
  • At the start of each of your turns, you take a given amount of a given type of damage.
  • Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns.
  • If the duration of the effect is 'save ends', remember that saving throws are made at the end of your turn.

Prone (HOUSERULE, based somewhat on D&D 3.5. EDIT - Crawling is from a D&D Experience Report)
  • You are at -2 on all attacks.
  • All enemies gain Combat Advantage against you.
  • A move action only moves you half your speed, and doing so provokes Opportunity Attacks.
  • Standing up is a move action that provokes Opportunity Attacks.

Slowed (From a D&D Experience Report, D&D Miniatures Rules)
  • Your Speed is 2, unless it would otherwise be 1 or 0, in which case it is unchanged.
  • If you have multiple speeds (EG Fly, Climb), they are all reduced to 2 as above.

Stunned (From D&D Miniatures Rules)
  • All enemies gain Combat Advantage against you.
  • You cannot flank enemies or help an ally gain flanking.
  • You cannot make Opportunity Attacks or use immediate actions.
  • On your turn, you take no actions. Remember that rolling a saving throw is not an action.

Unconscious (Based on Helpless from D&D Miniatures Rules)
  • All Melee Attacks against you are automatic critical hits, maximizing all dice.
  • All other attacks against you gain a +4 bonus, but SEE BELOW.
  • All enemies have Combat Advantage against you, making the bonus to Non-Melee Attacks +6.
  • You cannot flank enemies or help an ally gain flanking.
  • You cannot make Opportunity Attacks or use immediate actions.
  • On your turn you take no actions, but can still make saving throws.
  • See below (Miscellaneous Tidbit #2) if you are unconscious due to having 0 or less HP.

Miscellaneous Tidbit #1 (From http://wizards.com/default.asp?x=dnd/drdd/20070822a )
You only get one immediate action per round; presumably, they reset on your action. This is important for creatures such as the Young Black Dragon, who can immediately attack a foe when it misses in melee, and can immediately recharge and use his breath weapon when first bloodied. Why? So it doesn't smack every opponent that misses in melee all the time, and so that if it's already used its immediate action smacking someone, and is then bloodied, it misses its bloodied breath weapon use.

Miscellaneous Tidbit #2 (Based on http://wizards.com/default.asp?x=dnd/drdd/20080201a and a D&D Experience Report, HOUSERULING on Heal DCs)
Keep track of your negative Hit Point value, in case you are attacked or damaged.
You die if you reach negative Hit Points equal to your Bloodied value.
If anything heals you, you return to 0 HP before the healing is applied.
At the end of your turn, if you haven't been stabilized, roll a d20:
1-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered.

EDIT: Edited Prone for new information on crawling rom a D&D Experience Report, updated information on Recharge based on (I think) cleverer guesswork.
EDIT: Added insubstantial, based on D&D Miniatures Rules, and from the Bodak Skulk and Spectral Panther statblocks. Those 2 monsters have abilities that make them insubstantial but also do other things, indicating that insubstantial doesn't normally grant them. Also added why Tidbit #1 is important.
EDIT: Bullet points. Bolding/underlining is next.
EDIT: Bolded condition names. Made edit history smaller. Updated title.
 
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Oh, it's very possible that the rules for Miniatures and Tabletop are very different, but the best description of the condition I've been able to find thus far was taking Invisibility from the Miniatures book, and flipping it around, like how 3.5 Blindness and Invisibility are mirrors of each other.
 

Good collection. If we add a few things to it -- Combat advantage, how crits work, how blasts/bursts work, and movement, I think we got enough to run some adventures.

These from TerraDave's summary:

Opportunity Attacks: You can make up to one of these per each opponents turn. Moving away or by an opponent, or using a ranged attack adjacent triggers them. A fighter power allows the fighter to make an opportunity attack against an enemy that shifts (takes a 5' step).
Trip & Disarm - Trip and Disarm are no longer normal combat maneuvers. In order to attempt either, you're going to need some sort of power or class ability.

Bull Rush - To initiate a bull rush, you need to make a Strength Check vs. the target's Fortitude Defense. This does not provoke an Opportunity Attack (formerly AoO). If you succeed, you may push the target 1 space. The margin of success doesn't matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).

Push, Pull, & Slide - These are the methods by which you move a target in 4e. You can push a target forward, diagonally forward or to the side. You can pull a target towards you, diagonally towards you, or to the side. And you can slide a target in any direction.

Grapple - You can attempt a grapple check with anything that is within 1 size category of you. To initiate, you make a Strength Check vs. Reflex Defense. This also doesn't provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be "Immobilized" for one round. The target can escape his immobilized condition using an Acrobatics or Athletics check. You may move the target 1 square by succeeding on an additional grapple check in the following round.

Immobilized - Deciding to immobilize a target is essentially like a PC deciding that he would like to spend his combat rounds as a Tanglefoot bag. An immobilized target can still attack normally, but cannot move. Foes around an immobilized target receive Combat Advantage against him.

Combat Advantage - You get a +2 to hit the target. Flanking a target allows you to have Combat Advantage against a target, as do most physical afflictions (such as being immobilized or prone). Being on fire, however, does not grant foes combat advantage.

Stunned - If you are stunned, you can't take any actions for a round, but you no longer drop all of your held items.

Slowed - The movement of a slowed character drops to 2, and this applies to all movement types except for teleportation.

Charging - Charging in combat grants a +1 to hit, and no penalty to AC.

Full Defense - You don't take any actions, but you get a +2 to all defense scores until the start of your next turn. As far as we can tell, there's no rule yet for fighting defensively.
 

How many actions does a character get in a round? I remember someone mentioning getting action points back after encounters; how does this work?
 

Actions: They've said every character gets 1 standard, 1 move, and 1 minor action per round. You can trade down -- standard for a move or minor, move for a minor. Spend an action point once per encounter for an extra standard action.

The model for D&D XP was apparently regain 1 action point per every two encounters; no idea if that's the game rule or just a D&D XP thing.
 


Just Another User said:
Can you teleport while immobilized?

You cannot move on your own: your Speed is 0.
Otherwise, you can act normally.
Effects that push, pull, or otherwise transport you still work normally.

If the DDM rule holds, sounds like you can teleport while imobilized ... but you still can't move when you get there.
 

Also

Action Points - By using an action point you can take an additional action (minor, move or standard, at your choice) on your turn.
You can use only 1 AP per encounter. You gain an additional AP after beating every encounter. Taking a full rest reset your AP to 1.

AoO and Reach - Reach no longer apply to AoOs. You can only threathen adjacent squares. ThretheningReach feat alters this.

Combat Advantage - Running determines combat advantage

Critical Hit - every natural 20 on a d20 attack roll is a crtical hit. Confirmation roll no longer needed. All critical hits are confirmed by default.
Crits apply to spells/preyers too!
Damage from crits is maximized. so if your attack/power/spell/preyer would deal 2d6+3 on a normal hit, a crit will deal (2*6)+3=15 damage.
Weopons, Magic Items or Powers could alter your critical hit range or damage.
Many creatures are no longer immune to critical hits (say undead, constructs). Some creature are still immune but not whole creature types.

Saving Throws - to make a saccessfull saving throw you have to score 10 or more on a d20 roll (55% chance). Some powers may apply modifiers to saving throws
 

im_robertb said:
The only remaining mystery without a reasonable solution, I think, to run the Raiders of Oakhurst adventure concerns monster abilities that include Recharging. "Recharge 4 5 6" we're pretty sure means roll 1d6, on a 4 5 or 6, it recharges. But is this rolled at the start of the turn, at the end of the turn, at the end of the next turn, what? My answer would be at the start of the monster's turn, as a guess. Also, those monsters that say "Recharge 5", while it's quite possible that this isn't the case, my guess would be it's Designer shorthand that missed editing, and it should be "Recharge 5 6" or whatever.

My guess: it's NOT a typo. As you state, the procedure is probably: roll a single d6, the result tells you which of the abilities recharge, thus: Recharge 4,5,6 -- on a 4, 5 or 6; Recharge 4,6 -- on a 4 or 6.

This allows a single die roll to determine if all, none or SOME of the creature's abilities recharge at the same time and provides more variability in the creature's tactics, with fewer die rolls.
 

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