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  1. R

    Two handed damage

    Well, I think the idea is that the two-handed weapons already assume you wield them that way in their damage. So the argument is more that you think the greatsword's base damage is too low compared to wielding a longsword two-handed. I'm not sure I agree that it should be higher - it is more...
  2. R

    Only thing I don't like so far: Power Replacement

    I'm not actually sure the system would be worse if there was a separation between "powers known" and "powers per day". There are complications to doing this (like, what happens when you have an encounter utility power and someone else has a daily in that slot?), but they could be gotten around...
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    Solving DCs - Know Your Group

    Basically, what you describe in the OP is simply throwing out the skill challenge system and designing more free-form social encounters with the DM's intuition. So that isn't really a fix to the skill challenge system. The point is, the DMG provides a system with a good base concept (designing...
  4. R

    Shouldn't most Rituals be free?

    The very fact that some rituals might be problematic provides a strong reason for them to have costs in the system. It is much easier for the DM to either reduce/eliminate the costs of certain rituals or to provide the players directly with components worth more than the gold they'd ordinarily...
  5. R

    Shouldn't most Rituals be free?

    I haven't looked to closely at the costs, but I think the idea of having these things balanced by requiring components is interesting. The simplification to generic gp-worth of components makes it easier to track, but the idea is still that they are components. You have to plan to carry them...
  6. R

    Skill Challenge success calculator

    I also want to point out that the exact solution really isn't necessary, since we are just trying to get a feel for the difference between real-world skill challenges, which will likely include a significant amount of variations (characters with different skill levels, one-time abilities...
  7. R

    No Random treasure !?!?...

    Right, exactly. If you don't like the idea of players finding a magical Christmas-tree inside your dungeon, then make finding the items they want into side quests. I actually love random items and constantly complain that there aren't more random item creation possibilities in computer games I...
  8. R

    Skill Challenge success calculator

    Well, the purpose of it was to allow the user to fool around with mixing in certain types of bonuses at random. I see that yours gets the exact solution given a progression of particular skills vs. a single DC, but I was trying to just get a sense of the usefulness of applying the DM's Best...
  9. R

    podcast: 4th edition combat too long

    The benefit of faster rounds is that people get to do something new more often, which means they get to interact more, instead of having some long series of self-interacting actions. Even if you take the same number of actions, spreading them over twice as many chunks interspersed with enemy and...
  10. R

    You gain an action point

    I don't understand how you interpret the text "you gain an action point, which you must spend before the end of your next turn FULL STOP" as not providing an exception to the 1 AP/round rule. It doesn't say "may spend" it says "must spend" - you don't have a choice, and it doesn't care if you...
  11. R

    Why Knock Someone Prone Anymore?

    Also, bear in mind that 4e is about teamwork - knocking someone prone is sweet if everyone else piles into melee on them. Flanking is still useful too, there are just other ways to get CA.
  12. R

    podcast: 4th edition combat too long

    They rolled badly, but as Palladion says, they really played poorly - very few attempts to help each other out, almost no coordinated tactics. You can tell their attitude was straight 3e/powergamer by the fact that everyone blew their action point in the first round. Using action points in the...
  13. R

    What about negative stat modifiers?

    Low Int-based skills is the only additional disadvantage of Int 8 as compared to Int 10 that I see. I suppose if you used an attack that added your int modifier to damage, that would give -1 also (since it isn't explicitly referred to as a bonus, it can be negative, I think).
  14. R

    You gain an action point

    It is an exception allowed by the power, which lets you use an action point regardless of whether you've already used one. The use of it is conditional enough that all this is really doing is saying "if you kill someone at range, you get an extra standard action", which is cool but far from...
  15. R

    Elven re-roll and the demigod capstone power

    I think the difference is that one of them is a house rule and the other is simply an explanation of the RAW. Yes, that explanation can lead to some ridiculous stuff if there are powers that do certain things, but 30th level is supposed to lead to ridiculous stuff. The only way there could be an...
  16. R

    Skill Challenge success calculator

    I do like the idea of failure forgiveness, but I think the complexity+1 metric still has the problem of not actually increasing the difficulty based on complexity (the difficulty stays flat assuming there is no player skill to the challenge that would improve with a longer challenge). Below is...
  17. R

    Skill Challenge success calculator

    Yeah, many people, Stalker0 primarily, have pointed out that this is the case. It is the one flaw in the system that I think they have to errata, because it is the only that makes absolutely no sense. Everything else can be fixed with careful challenge design or slightly adjusted DCs for a party...
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    Trap-disabler Wanted: Optimized halflings need only apply?

    I think the DCs are off on skill challenges, as has been discussed elsewhere, but I think the main problem is actually early on. Later, you are expected to have any number of different bonuses going on from items, skill focus, higher stats, utility powers, etc. I'm actually starting to wonder...
  19. R

    Lava: where are the rules?

    I thought the DMG mentioned it in the section about terrain, but I don't have the book here to check.
  20. R

    The Power of 19

    I think the 16/16/12/12/10/8 looks like a good standard for many classes and for multiclassing, since a lot of them have a wide spread of different things they'd like a + to. Wizard, though, gets almost everything from Int, so if I was making a single class wizard, I'd probably just go 18 Int /...
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