rules compendium p197
the structure of a turn - the start of a turn :
Any order : the creature can choose the order in wich things happen at the start of its turn. For instance, if the creature has regeneration and is taking ongoing damage, it can choose to take the ongoing damage and then...
To me DS themes always seems to be some sort of free multicass (If you swap all your powers to take the theme 's ones what's left of your class ?, how that class still define your character ?) that i dislike.
I prefer the new themes as they feel IMHO as a new layer more than a potential...
In "touch of madness" adventure from Dungeon 161 we can see a few half-orc NPCs. They share 2 powers that seem to be the half-orc racial powers :
- the first one allows the character to add 1[W] to a weapon attack that hit or 1d8 dmg to a non weapon attack that hit, once per encounter.
-...
Earth Shock is on Earth titan DDMini card :
http://www.wizards.com/dnd/images/mi20080508a_etitancd.jpg
For RPG i think : encounter standard (recharge :5: :6: )
IMO the game has to be centered on the PCs not their magic gear or their followers.
The folllowers, cohorts, animal companions etc... forest is as bad as the Xmas magic tree
Seeing how items are designed in the Magix Item Compendium (and assuming 4E follow that design) i believe most of that sort of "crazy combo" would be a 1 or 2 /day occurance
Considering how it's easy for a pit fiend to move (teleport 10 as a move action) or move his allies (tactical teleport and irresistible command), what i would like to know is does the pit fiend need to have a line of effect available to use Irresistible Command or tactical Teleport?
The...
the charater in the article have these magic item (not counting the big 3)
Bracers of the perfect shot
Wavestrider boots
Shadowfell gloves
Diadem of acuity
Belt of battle
Bag of holding
Do these items make an encounter easier : yes probably for some of them
Do these items make an encounter...