Scales of War #1 Rescue at Rivenroar (Full)

[MENTION=17633]tiornys[/MENTION]: Then let's hope, the attack rolls will be a bit better this time (with AP and Elven Accuracy, I can make up to five). :)

Bye
Thanee
 

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I'm certainly hoping so! I'd love to see my new utility put to good use ;)
Although I have to say, just at the moment the save granting utilities I passed up are looking rather attractive....

t~
 

Well, yeah, of course an empty square! :)

So the first issue is whether an attack power can be used in a not-strictly-attacky fashion. The justification for such a thing is that the powers that all 4E characters have are just the exact way that they use their skills and abilities in combat, not the only ways. I'm guessing that this is not an issue to a stunt-loving DM.

The issue is rather than Green Flame Blade in particular is not a close blast. I'm sure you would have no issue with Burning Hands being used against empty squares, for example. As you point out, with Green Flame Blade you have to hit for the secondary fire damage to be dealt to adjoining enemies. That's why I proposed doing an Arcana stunt to make sure the magic activates even if what Freggo's aiming for is an inanimate object (a mass of spider webs in this case). After all, Freggo has to practice the attack somehow right? The first time he used the power can't be that first battle in the bar!

So that's why I proposed having to connect with the webs (hitting a target AC) and making an Arcana stunt in order to burn multiple squares of webs. If you're saying that the webbing square is difficult to hit because there just aren't enough webs to present a solid target, then increase the AC! Though I would point out that the AC of inanimate objects is normally very low indeed, since they don't tend to dodge or block.

As I stated previously, the power allows the user to burn adjoining enemies, not all creatures, implying conscious control. So Freggo should be able to send the flames at enemies and empty webbed squares alike... provided he succeeds in his stunt and connects with the first attack.

I like the idea that when characters are trying to do extra stuff in battle they need to spend some actions to do them. So I would propose that Freggo spend his move action (probably converted to a minor) concentrating on the burny fun.

How's that sound?

Hmmm. A potential Minion killer without having to make a decent To Hit roll... do it.

Cheers PDR
 

Hmmm. A potential Minion killer without having to make a decent To Hit roll... do it.

Cheers PDR

Yay! By the way, I found the table that has object ACs. It's on page 65 of the DMG. It's also in the Compendium under "Object Properties".

A possible addendum to this idea that might tone it down is varying degrees of success depending on how well Freggo does on the Arcana check. Like maybe on a 15 he can attack an object with the spell but the splash damage still only affects enemies, etc. Just a thought.
 

Although I have to say, just at the moment the save granting utilities I passed up are looking rather attractive...

Certainly. There are a lot of annoying conditions out there, especially, when they get delivered with huge area attacks... stunned, dazed, weakened, immobilized, restrained, etc.

Bye
Thanee
 

Excellent spot for Living Missile, [MENTION=83060]RavenBlackthorne[/MENTION]. Too bad you missed, but prone in the defender's aura is exactly where we want E#3. Slow's not much different from immobilize, there.

I'll have save granting at some point. I just thought I'd try Adaptive Stratagem for now since I have 3 better than average targets for the power :)

t~
 

Saving Throw Schmaving Throw

I would never recommend any kind of option like something that only helps with saving throws. It's just too niche. So too anything that only helps with a Second Wind, an Action Point, and that kind of thing.

The only saving throw stuff that are any good are the options that include other things besides saving throws. The Cleric's Sacred Flame is a good example: grants a saving throw OR temporary hit points.
 

I can agree with that, if it is a standard action to activate the power.
If it is less, such powers are quite valuable. An extra save can be extremely helpful at times.

I will definitely take a couple feats, that help with saving throws, too. Though, those tend to be of a personal nature only. :)

Bye
Thanee
 

I would never recommend any kind of option like something that only helps with saving throws. It's just too niche. So too anything that only helps with a Second Wind, an Action Point, and that kind of thing.

The only saving throw stuff that are any good are the options that include other things besides saving throws. The Cleric's Sacred Flame is a good example: grants a saving throw OR temporary hit points.
I can't agree with this, sorry. Having played a leader through epic tier and another leader through mid paragon, I can safely say that I'm not happy without a way to grant at least one saving throw on an encounter basis without wasting my standard action. I'm willing to wait a few levels for it, but I want something available by mid-heroic. Options are good if available, of course, but an encounter utility that does nothing but grant a save as a minor action is an encounter utility that I'd be willing to take on any leader.

In Ah-shahran's case, I'll be retraining my L2 utility to Spirit's Sacrifice sometime at or before level 6. It has an option to grant temp HP, but the amount is small enough that I'm not sure how often I'd use it for that.

t~
 

I can't agree with this, sorry. Having played a leader through epic tier and another leader through mid paragon, I can safely say that I'm not happy without a way to grant at least one saving throw on an encounter basis without wasting my standard action. I'm willing to wait a few levels for it, but I want something available by mid-heroic. Options are good if available, of course, but an encounter utility that does nothing but grant a save as a minor action is an encounter utility that I'd be willing to take on any leader.

In Ah-shahran's case, I'll be retraining my L2 utility to Spirit's Sacrifice sometime at or before level 6. It has an option to grant temp HP, but the amount is small enough that I'm not sure how often I'd use it for that.

t~
I've certainly been wrong before. :) I lot of my gaming has been exclusively in the heroic tier (tragically). I suspect saving throws might be more important at higher levels.

I also think the amount of saving throws depends on the DM and the type of game (homebrewed vs. published). Most of my experience is with homebrew games, which I suspect tend to feature fewer saving throws. It takes a deft touch to create creatures that require saving throws or to use existing saving-throw-requiring-creatures in the proper proportion.

That said, I'm still quite leery of saving-throw related stuff, especially for this game. This is the first time they've come up meaningfully, and we'll be fine. Choosing saving throw powers or feats would have been a tragic waste.
 

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