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A couple of questions on 4E Immortal design
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 5075998" data-attributes="member: 39867"><p>U_K!</p><p></p><p></p><p></p><p>Stun locking isnt the only concern: Take the Tactical Warlord. He has a 1st level daily that, if it hits, adds his Int modifier to the whole party's attack rolls to the target until the end of the encounter. At first level, this is ok, it means they miss on 5's. Really good daily, right? But at 30th level, it adds +9/10! So, they can't miss, at all. And there are other powers that do such things. </p><p></p><p>Also, making mega-+ monsters immune to conditions and such is a good idea. But here's my question with that: If mega creatures are immune to conditions, how do Defenders use their class features against them? Being Marked is a condition. Paladins and Swordmages have special marks with special rules, but Fighters and Wardens just have powers that affect marked targets. Are mega creatures immune? (On one hand, that seems fair, since an optimized fighter is a nightmare; but on the other, denying a class feature sort of goes against the 4E grain. I mean, they allow sneak attack against undead now!)</p><p></p><p>On items: While the items are less complicated in 4E, the 'best' items are the ones with always-active properties (such as adding addition bonuses to damage or special rules to follow, like the Shadow Band ring always grants concealment) or ones with Encounter powers built in. (Typically, those don't require major actions to use, so they also come into play often; At least, as often as the player remembers!) A PC might only have 10 items, but if they have 10 effects that change how they function, its a real pain. 10x Five PCs = Alot of 'Oh yea!' moments where I, as the DM, remember that my monster's tactics just are going to fall flat because the Mage has a Cloak of Distortion, and so ranged and area attacks are worthless against them, and melee and close power are not possible due to their escape and shield powers.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 5075998, member: 39867"] U_K! Stun locking isnt the only concern: Take the Tactical Warlord. He has a 1st level daily that, if it hits, adds his Int modifier to the whole party's attack rolls to the target until the end of the encounter. At first level, this is ok, it means they miss on 5's. Really good daily, right? But at 30th level, it adds +9/10! So, they can't miss, at all. And there are other powers that do such things. Also, making mega-+ monsters immune to conditions and such is a good idea. But here's my question with that: If mega creatures are immune to conditions, how do Defenders use their class features against them? Being Marked is a condition. Paladins and Swordmages have special marks with special rules, but Fighters and Wardens just have powers that affect marked targets. Are mega creatures immune? (On one hand, that seems fair, since an optimized fighter is a nightmare; but on the other, denying a class feature sort of goes against the 4E grain. I mean, they allow sneak attack against undead now!) On items: While the items are less complicated in 4E, the 'best' items are the ones with always-active properties (such as adding addition bonuses to damage or special rules to follow, like the Shadow Band ring always grants concealment) or ones with Encounter powers built in. (Typically, those don't require major actions to use, so they also come into play often; At least, as often as the player remembers!) A PC might only have 10 items, but if they have 10 effects that change how they function, its a real pain. 10x Five PCs = Alot of 'Oh yea!' moments where I, as the DM, remember that my monster's tactics just are going to fall flat because the Mage has a Cloak of Distortion, and so ranged and area attacks are worthless against them, and melee and close power are not possible due to their escape and shield powers. [/QUOTE]
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A couple of questions on 4E Immortal design
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