My group has always played #3 this way:
Enemy designates the closest square that he must charge to.
Enemy reaches said square.
PC uses power to move away.
No actions can be taken after this charge, therefore causing the Enemy to lose the attack as the target is no longer in range.
Also, in...
I don't think that's really a bad thing. You have to do the same thing with armor unless everybody takes the feats to all be at Scale armor.
Also, the DMG encourages a DM to get a "wishlist" from the players to ensure people are getting what fits for how they want their character to play...
I think a good idea here would be to just use lower level monsters (not sure what the level of your party is). That way you can have weaker monsters that aren't just "i can attack you for flat damage", but they still die in 2 - 3 hits as opposed to 4 or 5 hits.
Sure, the two-weapon fighting feat isn't class specific. Then you just take some multiclass feats to get some powers that attack with two weapons. You'll just have to wield and offhand weapon whereas the ranger would get to wield two normal weapons.
You could even just make a Half-Elf and...
In my experience having "skill-offs" between players doesn't work too well. On rare occasions where both players are willing to allow their characters to be "forced" to do something by another character (a diplomacy check to make a character fork over treasure) can work, but requires total...
I find a couple things wrong with this. 1) as stated you should have taken out a couple of skeletons when you learned your sixth player wouldn't be there. Using the words of my DM, "An encounter isn't set in stone until it is encountered". You could've changed it to 10 kobold minions and they...
It sounds to me like you're forgetting about one of the rules of the Extended Rest. The party is only allowed to take one extended rest within a 24 hour time period. If your group is doing 2 encounters and then taking an extended rest, that is against the rules. Punish them by enforcing the rules.
Actually, what you said at the end of your post was "Discuss", not "What are some powers you thought were good but ended up not liking?".
Discuss leads us to believe you want us to discuss the power that you just told us about. The other clearly states your message. Please don't get so angry...
Because critting on an attack roll and a specific class ability that say "can only be applied once per turn" are exceptions to the general area of effect rule.
In a general area of effect all creatures take the same damage.
Example:
Say an area effect does 2d6 + Int damage to a 3 square...
My thoughts:
The gloves say to change the damage of the next arcane power you use to necrotic. Add 1d6 to the damage of that power.
Now, there is no mention of "Until the end of your next turn".
I think we're penalizing the gloves' power too much.
The gloves effectively edit the power...
Here's another good thread about stealth:
http://forums.gleemax.com/showthread.php?t=1043384
Also, In this thread posted on wizards.com D&D forums (titled the same) there's some other good discussion about this fact if you all want to look there as well.