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Thursday, 23rd February, 2017

  • 04:47 AM - Garthanos mentioned MwaO in post Martial Art (Grand Master Training) : Geryon's Stance of Deflection.
    Hmmm... I'm kind of bad at those questions, since I most always GM 4e, and thus I don't spend a lot of time pouring over which items I want, but I'm sure there are some. I mean there are definitely some powers that let you grant defense bonuses to an ally or take their place when they are attacked, etc. Certain combinations might also produce that kind of effect, like being able to divert attacks to yourself and then abort them with forced movement or something. No doubt MwaO can give you a whole recipe for something like that. So does that make MwaO our resident combo expert? ;)

Thursday, 16th February, 2017

  • 01:48 AM - pemerton mentioned MwaO in post Speculation about "the feelz" of D&D 4th Edition
    ... what exactly that is is one of those talking points). When you discover that the connection between many of your customers and your product is not utilitarian but deeply sentimental in some fashion (such that eg matters of technical layout of game elements like spells, class features etc play a fundamental role in market uptake, apparently at least as big as the details of the mechanics themselves), why wouldn't you run a market campaign that speaks to all that? 5e is the equivalent of shrugging their shoulders, burying everything that happened after 2e, building a monument on top and polishing it to mirror-like sheen.This I don't agree with - certainly not fully, at any rate. Mechanically, 5e owes a great deal to 4e. The idea of "bounded accuracy" has its origins in 4e, which was the first version of D&D to be designed for a roughly constant hit-rate (the "sweet spot") across all levels of play. But 5e dials down the level bonus slightly (subject to magic item issues that MwaO has mentioned); and whereas 4e goes for a roughly constant 2/3 hit rate for both PCs and NPCs/monsters, 5e seems to step the PC hit rate up to 70%+ while stepping the NPC/monster hit rate down to 50%-ish. 5e pays a great deal of attention to detail with its damage expressions (evident in its use of non-traditional damage expressions for such classic spells as cause light wounds and fireball, and its departure from traditional level scaling as seen eg in magic missile and fireball). This is a direct legacy of 4e. 5e also has an intricate action economy, built on the 4e foundation; a system of long and short rests, like 4e; and an intricate (if controversial) encounter-building system that likewise builds on that earlier foundation. And connected to that encounter-building system is a system of "balance" around asymmetrical resource suites which clearly owes a lot to 4e (including Essentials) - in AD&D, for instance, there was no obvious design logic behind fighters getting a bonus...

Sunday, 20th November, 2016

  • 04:32 PM - AbdulAlhazred mentioned MwaO in post Build advice: Limits by Power Source instead of Class
    Fundamentally MwaO is correct. You can simply pick a defender and perhaps a leader or striker for your two classes, just making sure they are from different power sources, and then load up on the best powers, particularly wizard powers, which give you controller for free in effect. Fighter or Paladin are great for marking, though the Swordmage's Aegis is also quit appealing. Then you can obviously inject some Avenger for that sort of fun, Ranger for TS and etc, or maybe Bard. Warlord, cleric, any of those could be appealing depending on exactly where you want to go with it. Truthfully a straight up single-classed character would still kick ass. A Cleric or Paladin that can pick up all the Invoker powers he wants? NICE! In terms of your theme... Warlock is a perennial hybrid favorite, usually because of eyebite. You could go with CHA, which cracks open both bard and sorcerer powers, which is a pretty wide range of interesting stuff. The other half could obviously be rogue, or ranger. I think a TS using ...

Wednesday, 10th February, 2016

  • 12:31 PM - Herobizkit mentioned MwaO in post Sneaky Sorcerer?
    For party stealth checks, so long as at least half of the party passes, everyone passes. Leave Stealth to the people who are designed to do it. Or, take @MwaO 's suggestion. It's a good one. By being proficient in Ki focuses, anything you wield effectively becomes a magic weapon/focus. It doesn't help the sorcerer much, but it's still nifty.

Tuesday, 26th January, 2016


Tuesday, 19th January, 2016

  • 08:18 PM - zoroaster100 mentioned MwaO in post DMs Guild Reviews, Recommendations
    MwaO: Your concept for your product sounds good. One suggestion I have is to put the number of casters in the PDF listed in the description, maybe even a list of them, so the buyer knows how much content he or she is getting and can better gauge how much to pay for it.

Tuesday, 27th October, 2015

  • 06:00 PM - MonkLover mentioned MwaO in post Weapons of Legacy: A Compendium of Magic Items
    ...once most of the basic work is done. But there are thousands of magic items... Also, you should consider stealing...um praising through copying...Soulliard's item thread, just so you have things to quickly edit.  Originally posted by DarthPotater: Diamond Cincture (waist): The default waist option. Only few builds want other waist item. Bonus to fortitude and free heal. [Surgeless healing] [Level 10,20,30] Baldric of Shielding (waist):  Only for shielding swordmages (except Coronal Guards), but gain THP equal to the amount of damage you prevented with aegis, is nice. [THP] [Shielding Swordmage] [Level 19] Originally posted by Armisael: It would probably be useful to include links to things like my weapliment guide and mellored's holy symbol guide.  Maybe in your last post. Symbol of the Champions Code [Paladin] [Radiant]  Scaling boost to the radiant damage of both your challenge and sanction. I'll think of it. Could be a good idea, actually! --- MwaO: Hmm...probably worth a shot if things go slowly, though I disagree with a ton of the ratings there. There'd be lots to change...still, something to keep in mind. --- EDIT: The Diamond Cincture isn't surgeless anymore, DP... Originally posted by svendj: DarthPotater already did this in some of his posts, but item level needs to be included somewhere in the description. Great initiative, I'll definitely contribute. Originally posted by svendj: Rending Weapon (Weapon): The more ways you have to increase your chances of scoring a critical hit, the more this becomes a mandatory weapon. Not only does this add 1d6 per plus to your critical hit damage, it also grants you a no action melee basic attack. There's nothing more a striker could ask for. Only drawback is that it only comes as an axe, but that's just more incentive to wield a Gouge. Avenger, Striker. Level 4+ Amulet of Life (Neck): Access to extra healing is never bad, especially if you get beat on a l...
  • 05:44 PM - MonkLover mentioned MwaO in post Weapons of Legacy: A Compendium of Magic Items
    ...u just change the password once most of the basic work is done. But there are thousands of magic items... Also, you should consider stealing...um praising through copying...Soulliard's item thread, just so you have things to quickly edit. Originally posted by DarthPotater: Diamond Cincture (waist): The default waist option. Only few builds want other waist item. Bonus to fortitude and free heal. [Surgeless healing] [Level 10,20,30] Baldric of Shielding (waist): Only for shielding swordmages (except Coronal Guards), but gain THP equal to the amount of damage you prevented with aegis, is nice. [THP] [Shielding Swordmage] [Level 19] Originally posted by Armisael: It would probably be useful to include links to things like my weapliment guide and mellored's holy symbol guide. Maybe in your last post. Symbol of the Champions Code [Paladin] [Radiant] Scaling boost to the radiant damage of both your challenge and sanction. I'll think of it. Could be a good idea, actually! --- MwaO: Hmm...probably worth a shot if things go slowly, though I disagree with a ton of the ratings there. There'd be lots to change...still, something to keep in mind. --- EDIT: The Diamond Cincture isn't surgeless anymore, DP... Originally posted by svendj: DarthPotater already did this in some of his posts, but item level needs to be included somewhere in the description. Great initiative, I'll definitely contribute. Originally posted by svendj: Rending Weapon (Weapon): The more ways you have to increase your chances of scoring a critical hit, the more this becomes a mandatory weapon. Not only does this add 1d6 per plus to your critical hit damage, it also grants you a no action melee basic attack. There's nothing more a striker could ask for. Only drawback is that it only comes as an axe, but that's just more incentive to wield a Gouge. Avenger, Striker. Level 4+ Amulet of Life (Neck): Access to extra healing is never bad, especially if you get beat on a lot. Even better if you ...


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Tuesday, 6th November, 2018

  • 06:28 PM - Jester David quoted MwaO in post Mike Mearls on how 4E could have looked
    A Fighter in 4e can be a non-magical batman in the exact same way that a Fighter in 5e does. Pick options that involve lots of attacks and easily explained effects. So a Str/Dex Tempest Fighter with Rain of Blows, Trip Up, Bash & Pummel who goes Shock Trooper as a Paragon Path is an incredibly dangerous PC who doesn't have any 'magical effects' — and that Fighter can easily be overpowered for a lot of campaigns. 4e just doesn't require the player to be by default having to explain why any or all of their options work in a non-magical way. I have literally zero interest in actually discussing the actual 4e fighters. Been there. Done that. Never caused anything but stress and Edition Warring. My 4e books are all boxed up and stored, and I have no intentions of pulling them out to discuss features or individual powers/ builds. I’m discussing a theoretical 4e fighter that could have been, and how the design might have worked. But 5e does not have a solved problem for Fighter vs Wizard...
  • 05:42 PM - Parmandur quoted MwaO in post Mike Mearls on how 4E could have looked
    A Fighter in 4e can be a non-magical batman in the exact same way that a Fighter in 5e does. Pick options that involve lots of attacks and easily explained effects. So a Str/Dex Tempest Fighter with Rain of Blows, Trip Up, Bash & Pummel who goes Shock Trooper as a Paragon Path is an incredibly dangerous PC who doesn't have any 'magical effects' — and that Fighter can easily be overpowered for a lot of campaigns. 4e just doesn't require the player to be by default having to explain why any or all of their options work in a non-magical way. But 5e does not have a solved problem for Fighter vs Wizard unless one of about 3 things are happening — excessive magic items ala Adventurer's League, being below 11th level, or having an inept player of a Wizard playing one. Which to be fair, given how insanely complex casters are in 5e is more likely than not. I've literally never been able to get the concept of LF,QW across to anybody outside of these forums: I don't know anybody in real life who...

Sunday, 4th November, 2018

  • 12:24 AM - mellored quoted MwaO in post Mike Mearls on how 4E could have looked
    Disadvantage can be an elegant way to give Martials 'Encounter Powers'. They get a power that works normally the first time it is used in an encounter and then after that, they get Disadvantage on using the maneuver.IMO: If an enemy has not seen you use this trick, you gain advantage. If the enemy has fallen for the trick, you get disadvantage for a number of days equal to their intelligence.

Saturday, 3rd November, 2018

  • 09:08 PM - Garthanos quoted MwaO in post Mike Mearls on how 4E could have looked
    Disadvantage can be an elegant way to give Martials 'Encounter Powers'. They get a power that works normally the first time it is used in an encounter and then after that, they get Disadvantage on using the maneuver. Agreed that could be an implementation AND a battlemaster could get at-wills by sacrificing an attack from their attack action scanning for an opening to do a maneuver (as though they spent a superiority die)

Tuesday, 2nd October, 2018

  • 01:25 AM - AbdulAlhazred quoted MwaO in post Dragon 390: Eladrin article
    Not sure, but think its ability to establish radiant vulnerability got it removed. Probably ironically because the ability was supposed to be a Paragon tier familiar, but simultaneously, they decided to stop giving familiars tiers... Familiars had tiers? I sure missed that one! lol. It must have been a really brief experiment, because AP came out fairly early in the big rush of 4e supplements. Honestly I would have thought it would be rather cool if they DID have higher tier familiars, but I suppose that kind of thing might be better left to a PP or something.

Tuesday, 25th September, 2018

  • 08:21 PM - docsalty quoted MwaO in post 4e ask a simple question, get a simple answer
    Yes, if you have a pre-racial stat bonus of 18 and get a +2 to that stat, you start with a 20. And then you can raise it to 21 at 4th, 22 at 8th, and so on... Cheers MwaO for the answer! So I guess that 20 isnt the cap then :)

Sunday, 26th August, 2018

  • 04:16 PM - Yaztromo quoted MwaO in post Dark Sun 4e
    http://www.purplepawn.com/2013/04/ashes-of-athas-campaign-available/ Whole 4e Living Campaign for play - contact Teos/Alphastream at the bottom. It is really a must have for all Dark Sun fans.

Saturday, 18th August, 2018

  • 11:18 AM - Garthanos quoted MwaO in post What item daily rules do people use?
    Gold is exponential. Assuming items you find are roughly level+2 to +3, an item you don't want in original rules set is a perfect item of level -2 to -3. Find a 9th level item you don't like as a 7th level PC? That's a perfect level 4 item you can pick out. That's really powerful and you're arguing it should be better than that... Cannot do that RAW by the way "The ritual destroys a magic item of your level or lower"

Friday, 17th August, 2018

  • 04:59 PM - Garthanos quoted MwaO in post What item daily rules do people use?
    Gold is exponential. Assuming items you find are roughly level+2 to +3, an item you don't want in original rules set is a perfect item of level -2 to -3. Find a 9th level item you don't like as a 7th level PC? That's a perfect level 4 item you can pick out. So bloody what? You are a 7th level PC if a level 9 item is inferior to a level 4 item then it isnt the money that is broken it is the item levels. (or a level 8 is worse than a level 3) It seems to me it just makes more sense to let players have their fun and play the characters they want if that means their story is making items that suit them (and I have had many where that was definitely part of it) then perhaps DMs should just deal with it. Or the system needs adjustment so that can happen. Also Goal posts... AbdulAlhazred was saying disenchant was supposed to (at least sometimes) allow converting lower level trash items to something better. 25 +1s to get even a +2 is ridiculous. It isnt happening.
  • 03:04 AM - AbdulAlhazred quoted MwaO in post What item daily rules do people use?
    To not simply allow players to get exactly the items they wanted as the default rules set. Exactly, a 100% return on Disenchant means that literally 100% of all items will be recycled into one of the optimum build items. It just makes the character of items meaningless and eliminates any non-mechanical impact they have on the game. What Disenchantment is FOR in 4e is to allow the PCs to recycle those items they no longer need. When you get the +2 sword, you disenchant the +1 sword and use the resulting residuum to cast a few rituals, buy some potions, or maybe chip in together with the other PCs to construct AN item of a particular type that the players especially want. Truthfully, this obviates a LOT of potential issues with multiples of items, since the PCs simply won't ever have sufficient resources to constantly shift around into specific things. If the wealth curve had been, say, an order of magnitude less steep, then the system actually would have worked great without ev...

Tuesday, 14th August, 2018

  • 12:15 AM - Garthanos quoted MwaO in post What item daily rules do people use?
    And you find that out again then rather than 5 levels later — so you can then realize,'Hey that guy is going to do a lot more damage than that guy. Maybe I need to do something about it...' Handy when there is a measure of cooperation in how the story is going forward... I think it goes way beyond wish lists and it always has. I have been encouraging players to think about and share character goals for a very long time.
  • 12:05 AM - Garthanos quoted MwaO in post What item daily rules do people use?
    And you shouldn't do something like give a player who wants a sword an axe, simply because they'll likely just sell it or disenchant it or enchant it into sword form. (giving out the cool stuff hinted and wished for by players is a means to an end yes but it also received mechanical support by allowing enchanting of all the magic items, not some super small subset of them and having the disenchant progressively smaller amounts of return) Also I was using the language proffered by @AbdulAlhazred so i blame him.

Monday, 13th August, 2018

  • 01:30 PM - Marshall quoted MwaO in post What item daily rules do people use?
    I think that's actually a really good solution to the problem. You just need to be aware of the issues if you choose not to use rarity when PCs want to buy items. The problem is that the assigned rarities are all over the place...it might(and I seriously doubt it given the evidence of 5e) have been a decent system if all the items had been built from the ground up with it in mind, but with the capricious assignment of rarity based solely on popularity or usefulness its just awful. Theres a fairly decent loose set of gudelines for what constitues a common, uncommon and rare item in one of the essentials books but fewer than 10% of the assigned rarities actually follow them. ALWAYS assigning too high a rarity to the item. But, hey! All Rings are Rare, right? Despite every character having two Ring slots for its Max 3 Rare items...

Saturday, 11th August, 2018

  • 05:49 PM - Garthanos quoted MwaO in post What item daily rules do people use?
    I think that's actually a really good solution to the problem. You just need to be aware of the issues if you choose not to use rarity when PCs want to buy items. The players handbook mentioned the following. "Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item." I am pretty sure when it takes arcana or a quest to figure out even how to use such items that such items might also not covered by magic item creation rituals. I am also thinking such unique or non-standard items which I design are potentially more awesome than the "rares".
  • 04:27 PM - Garthanos quoted MwaO in post What item daily rules do people use?
    Those rules got thrown out in 4e. Now there's a combo of rarity+use as many magic item daily powers as you want. I occasionally take late edition Mike Mearles controlled changes with a grain of salt since I do not trust his understanding or empathy for the edition.

Wednesday, 1st August, 2018

  • 08:48 PM - Garthanos quoted MwaO in post 4e Actual Play Resources
    Trying to keep it to official resources only. A lot of options on that list don't actually exist in 4e. You could mark as containing home brew elements?

Wednesday, 25th July, 2018

  • 09:53 PM - Tony Vargas quoted MwaO in post Mundane/Simple Fighter Pre-build
    My 'simple fighter' is lose all daily & encounter powers — keeping utility powers and features other than armor+weapons+skills and gain the following: Power called "Fighter's Strike" which is a basic attack that does 1w+stat, uses Str for most things, Dex if using light blades, light thrown or projectile weapons. Ideally, Combat Challenge for regular Fighters, which this build does not get, has to use that power. Class Feature: "Dual Fighter's Strike" which allows Fighter's Strike to be used twice when used as a standard. That's it. It functions in a really straightforward way, doing approximately the amount of damage it ought to do. Yes, boring as all get out, but really easy to toss to the guy who just wants to bash things and not deal with complexity. So basically a fighter version of the Scout?Which is fine, if the scout & slayer & such seem fine, I guess. I'm curious about working within the AEDU structure, so you'd theoretically retain more consistency... In my current 4E ...

Monday, 23rd July, 2018

  • 06:31 PM - Tony Vargas quoted MwaO in post Morale systems
    Kind of, but Scout's too complex for that group of players and doesn't do enough damage on an AP round. Which is fine, if the scout & slayer & such seem fine, I guess. I'm curious about working within (the very first post) or lopping bits off the AEDU structure, so you'd theoretically retain more consistency... ...I'm not so worried about balance, the cut-down options are supposed to be mechanically inferior, to enable different modes of play the - the Stalwart & Savant, particularly, the former to provide a simple but still contributing option, the latter to provide a greater resource-management challenge to experienced players (in essence, to give them the option of accepting a sort of handicap). The Companion may be less clear, but the idea is that some players want to engage the game on the tactical level and have some fun with it, but don't necessarily want to be the great-hero type at the center of everything. ...another thing using those options might enable is the kind of sto...

Sunday, 22nd July, 2018

  • 04:01 PM - masteraleph quoted MwaO in post Morale systems
    My 'simple fighter' is lose all daily & encounter powers — keeping utility powers and features other than armor+weapons+skills and gain the following: Power called "Fighter's Strike" which is a basic attack that does 1w+stat, uses Str for most things, Dex if using light blades, light thrown or projectile weapons. Ideally, Combat Challenge for regular Fighters, which this build does not get, has to use that power. Class Feature: "Dual Fighter's Strike" which allows Fighter's Strike to be used twice when used as a standard. That's it. It functions in a really straightforward way, doing approximately the amount of damage it ought to do. Yes, boring as all get out, but really easy to toss to the guy who just wants to bash things and not deal with complexity. So basically a fighter version of the Scout?

Wednesday, 18th July, 2018

  • 07:52 PM - Tony Vargas quoted MwaO in post The roots of 4e exposed?
    'classic D&D' doesn't really have per-encounter resources at all. The main party resource, spells, are always per-day, as are hit points (essentially). hps were a per-day resource because healing spells were a per-day resource, if considered separately, it could take weeks to recover hps - it never did, it was a non-viable mode of play if any rival out there were burning spells every day. I can't think of a good example of a per-encounter resource in AD&D at all, beyond maybe "thieves can only backstab once per encounter", but even that's not a hard rule, just an expected fictional limitation. There were the odd 1/turn magic item or special ability, and a turn (at 10 minutes) usually encompassed an encounter, with the DMG assumption that the balance of the 10 minutes not spend fighting would be spent resting, binding your wounds, and fixing up your kit so you're ready for the next fight. So 1/turn was essentially 'encounter' back in the day, not that that counts for anything. ;) But 4...


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