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General Tabletop Discussion
D&D Older Editions
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7534410" data-attributes="member: 6696971"><p>Alright, back to the primary topic in the lead post. In 4e, I would probably handle the two Hoverpods as follows:</p><p></p><p>HP 212; Bloodied 106 Initiative +21</p><p>AC 37, Fortitude 34, Reflex 35, Will 32 </p><p>Speed 0, fly 8 (hover)</p><p></p><p><em>Lasers At-Will</em></p><p>Attack: Ranged 10 (one creature); +25 vs. Ref</p><p>Hit: 2d8 + 7 damage.</p><p></p><p><em>Afterburner Assault At-Will</em></p><p>Effect: The Hoverpod flies its speed. At any point during its movement, the Hoverpod can uses Lasers twice. The Hoverpod gains +2 to Fly Speed UtEoYNT.</p><p><em></em></p><p><em>Shields - Immediate Interrupt (Recharge 6)</em></p><p>Trigger: You're hit by an attack that targets AC or Reflex</p><p>Effect: Gain +2 to AC and Reflex UtEoYNT.</p><p><em></em></p><p><em>Covering Fire - Immediate Reaction (Recharge 6)</em></p><p>Trigger: An Ally within 10 squares is attacked.</p><p>Effect: The target takes -2 penalty to hit.</p><p></p><p>[HR][/HR]</p><p></p><p>I think it should be a pretty reasonable chance to defeat the Minions in the time frame allotted for Success. It really just depends upon (a) if the Trap can take out one of the PCs (if they lose Flying and drop as far as they would drop, that would significantly damage the overall team action economy as they attempt to recover and fly back into the fight), (b) if APs are available and deployed, and (c) if the Wizard has multi-attack options in their suite of control Spells (AoE bursts aren't going to be particularly helpful in this 3d scenario full of flyers). </p><p></p><p>If team PC does a good job here, they could be looking at getting inside the hangar with each Hoverpod having a decent chunk of HPs left (and therefore using them for the fight in the hangar).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7534410, member: 6696971"] Alright, back to the primary topic in the lead post. In 4e, I would probably handle the two Hoverpods as follows: HP 212; Bloodied 106 Initiative +21 AC 37, Fortitude 34, Reflex 35, Will 32 Speed 0, fly 8 (hover) [I]Lasers At-Will[/I] Attack: Ranged 10 (one creature); +25 vs. Ref Hit: 2d8 + 7 damage. [I]Afterburner Assault At-Will[/I] Effect: The Hoverpod flies its speed. At any point during its movement, the Hoverpod can uses Lasers twice. The Hoverpod gains +2 to Fly Speed UtEoYNT. [I] Shields - Immediate Interrupt (Recharge 6)[/I] Trigger: You're hit by an attack that targets AC or Reflex Effect: Gain +2 to AC and Reflex UtEoYNT. [I] Covering Fire - Immediate Reaction (Recharge 6)[/I] Trigger: An Ally within 10 squares is attacked. Effect: The target takes -2 penalty to hit. [HR][/HR] I think it should be a pretty reasonable chance to defeat the Minions in the time frame allotted for Success. It really just depends upon (a) if the Trap can take out one of the PCs (if they lose Flying and drop as far as they would drop, that would significantly damage the overall team action economy as they attempt to recover and fly back into the fight), (b) if APs are available and deployed, and (c) if the Wizard has multi-attack options in their suite of control Spells (AoE bursts aren't going to be particularly helpful in this 3d scenario full of flyers). If team PC does a good job here, they could be looking at getting inside the hangar with each Hoverpod having a decent chunk of HPs left (and therefore using them for the fight in the hangar). [/QUOTE]
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