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  1. R

    Arcanist playtest

    This heh. A wizard has a lot better things to do with his standard action than to double move a flaming sphere. I've never seen it happen.
  2. R

    Arcanist playtest

    Except 1) With old FS the monster never has a chance to jump out of the way before being hit, and 2) It's NOT obvious that he moves anyways. It's been described why many times. 3) I did not leave out what might happen. It's right there in my statement with a conditional modifier (until)...
  3. R

    Arcanist playtest

    Except that same definition also includes "as well as subtler powers that weaken, confuse, or delay their foes."
  4. R

    Arcanist playtest

    Fighters can be built either to emphasize control, or damage. :p Read PHB, Page 76, under "Great Weapon Fighter" for instance.
  5. R

    Arcanist playtest

    And often it's only one or two monsters that the wizard wants/needs to move. The old flaming sphere, more often than not, was cast, did damage to multiple targets at first, with the wizard then just using it as a steady source of single target damage for the rest of the encounter. The change...
  6. R

    Arcanist playtest

    You have damage, but very little control with old Flaming Sphere. And there's no "learning your lesson" with it either seeing as many times there simply is no way to avoid it. Until now, that they've fixed it. Old flaming sphere - Monster standing there, watching this ball of flame coming at...
  7. R

    Arcanist playtest

    Yep, I've seen that too, and it bugged the heck outta me. It just seems silly for people to run right up to a big ball of flame. And really, what prompted us to change it ages ago, was the idea of this big ball of flame rolling around the room, with people and monsters jumping and diving to...
  8. R

    Arcanist playtest

    Except in many cases they take the exact same damage whether or not they move. Putting damage at end of turn gives them the decision to move or take more damage.
  9. R

    Zero to Hero!

    I've seen "4e doesn't work this way" or the like several times in this thread...and it's usually in response to someone saying the equivalent of "4e doesn't work this way." Just kinda strikes me as redundant. =)
  10. R

    Zero to Hero!

    That post wasn't about minions as much as it was about the variety in the 4e power structure compared to past editions. So we're in agreement. =) I'm personally glad 4e is built with the PCs being more survivable than past editions. It'd become a running joke in some campaigns that players...
  11. R

    Zero to Hero!

    Yep, and thanks to healing surges and the increased number of healing effects, as well as giving PCs the time to live long enough to use them...it gives them a big boost in survivability vs the kobolds/etc. compared to past editions.
  12. R

    Zero to Hero!

    PCs vs. minions isn't really the main comparison though. The post above yours for instance, mentions minions once, in the same sentence that he says "and most level 1 standard opponents can't down a PC in a single attack." Which is true. I've never seen a character in 4e drop in a single...
  13. R

    Zero to Hero!

    That's because it's hard to TPK when individual players are rerolling their 3rd character of the evening to add to the party because a kobold killed another wizard with one 3 damage hit. *rimshot* ;)
  14. R

    Arcanist playtest

    Even more pure and simple...the ball will almost always move. Thus the goblin takes the same amount of damage whether it moves or not, so it might as well accept the damage write the ball off as something it can do nothing about. Nearly 2 years ago, our group assumed beginning of turn was a...
  15. R

    Arcanist playtest

    I've always seen Control as managing the battlefield to help keep your party alive long enough to make the bad guys dead first. Damage of course is a part of that (according to the role description), but often it isn't. "Sleep" when used correctly can be nearly an auto-win for the party, and...
  16. R

    Arcanist playtest

    Had the opposite effect here. Players were able to more easily coerce monsters into getting out of position and getting themselves set up to be flanked, AoO'ed, etc. It seemed to balance out quite well.
  17. R

    Arcanist playtest

    Oldtimer is exactly right here. With Beginning of Turn, monsters have little reason to feel the need to move...the Sphere can just follow them around and keep damaging them no matter if they move or not. Thus, monsters are usually better off just positioning themselves how they want to do what...
  18. R

    Design & Development - Necromancy & Nethermancy

    I houseruled out the blanket "ignore fire resist" effect of the Pyromancer in my game. It's just ridiculous IMO. Part of being a specialist to me has always included the concept that in some areas he should excel and others be weak; and the current incarnation of the Pyromancer doesn't do...
  19. R

    Gary Gygax's private games collection on auction

    Maybe a *slight* bit of a necro post (but not too bad)... ...I managed to win some of the Dwarven Forge stuff that Gary Gygax owned...and definately plan to make good use of it. (I agree the stuff should be played with and loved). :) I just kind of geek out a little bit putting the stuff...
  20. R

    Essentials -- What happened to Rituals?

    Didn't see this idea mentioned in the thread (but then again I'm reading at like 5am so I coulda missed it)...but the cost aspect of rituals is pretty easy to mitigate as a DM while encouraging players to use them... ...throw ritual components and such into the mix as treasure rewards. When my...
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