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Recent content by Herald of I

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    Hexhammer (ZE GOGGLES ZEY DO NOTHING)

    Not actually the case. The only requirement to add your curse damage is that you "hit an enemy with an attack." The means of said attack already doesn't matter, hence the controversy.
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    Mechanic to increase use of Magical Item Dailies

    Your correction is still missing the point. The question is not "what do the rules currently say about the use of daily item powers?" but rather "without thoroughly breaking the game, how might I go about increasing the number of daily magic item power uses my players have, particularly given...
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    D&D 4E lack of non-combat crunch is my biggest gripe with 4e atm

    I think we're all being a little reactionary. The OP has a good point. It's hardly going to break the game if he adds on a system that's separate from already existing ones and makes it open to all characters. Further, I have to agree that I also miss the feel he's talking about. I'll just say...
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    Decrease Ritual Casting Times

    So it seems to come down to whether or not the casting time of rituals is a significant balance factor. There's only three ways that I can see it coming into play. (I'm feeling some lists :p ) If players spam rituals in 1/10 the time they can as written. Given ritual costs, this already...
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    Decrease Ritual Casting Times

    I think this is completely right, and ultimately what our back and forth is about. As my group feels pretty much all the same about this, it makes far more sense to just change the rules slightly to fit our style of play then to try to convince ourselves to change our gaming paradigm.
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    [Adventurer's Vault] Problematic Items

    Think of it them like points. Each point can activate a daily power, and you get another one each milestone. However each individual item is only good for one shot a day, no matter how many points you sink into it (baring outside abilities like the artificer's).
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    Decrease Ritual Casting Times

    I agree here. As a DM if I need to interrupt a ritual, I'm going to interrupt the ritual and it hardly matters how long it is. This much more of a player taste issue, and mine really don't like ten minutes. The sense of danger around standing still that long, is really ultimate a flavor...
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    Decrease Ritual Casting Times

    I think you're overestimating the skill impact of rituals. Most of them don't do things that skill checks could handle. No amount of Arcana or History checks is going to result in a Comprehend Languages ritual. The ones that do, don't seem worth using often to enough to look abusive. Further...
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    Decrease Ritual Casting Times

    That was exactly my thought. Magic seems pretty worthless if it takes longer to cast a spell to do something, than to actually just do it.
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    Topic Of The Week 39, September, 2008

    Lots of statistics from the Monster Manual I found this thread, "Lots of statistics from the Monster Manual", interesting and have nominated it accordingly for Topic Of The Week 38, September, 2008.
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    Decrease Ritual Casting Times

    Great! That's pretty much what I'm going for. I've been hesitant to change rituals outside of the usual ten minute time, as they seem to have bigger effects, or require time sensitive work outside the actual casting. I'm trusting my players to not repeatedly spam rituals, but given the component...
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    Decrease Ritual Casting Times

    My players never use rituals unless they're in extended downtime mode, or about to rest. While objectively, they all know the ten minute casting time doesn't really matter if combat isn't imminent, they can't bring themselves to spend that long in a dungeon or other such area not doing...
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    Minions - do you tell players who are minions and who are not in-game?

    On a practical level, it's almost impossible for me not to tell my players. We don't have many miniatures and tends to dice for enemies and the same color or sides per die indicates which monster so I can keep track. I have the most d6s, so the minions are almost always 6 sided.
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    New Rituaaaals

    With my ritual casters griping, and these new options, I'm sorely tempted to drop ritual casting times at 10 minutes down to 1. I think that's enough to keep them out of combat, unless my party really wants to cast something, which given the effects, does not seem game-breaking. I rather like...
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    Can you drop your defenses?

    Potentially useful for forced movement powers. Maybe too useful in fact. A wizard can thunderwave you into position.
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