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    Warlock's Curse / Hunter's Quarry

    In a football game, the quarterback notices the defensive linemen who are trying to crush him way more than the linebackers and safeties. I really really like the idea that the Ranger cannot just attack the Artillery target in the rear immediately and gain the quarry. If you want to ignore the...
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    Wizard Spells 10-16 Two Page Spread

    Damage scales up at half your level, but not as a bonus to your damage, you simply gain +1 to all your attribute modifiers every even level. This means your Str, Con, Dex, Int, Wis, and Cha modifiers all increase as you level. A level 16 Wizard will be doing a lot more damage with Magic...
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    D&D 4E Highlights from the D&D Convention .... 4E reaction (after over 14 hrs of play)

    Just a hint to other DMs to help simplify the system of initiatives, marks, Powers, and ongoing effects. Initiative - Get yourself a stack of index cards. Have every player write their characters name on one, and have some designated for the enemies. Each time you call for initiative each...
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    Saving Throws?

    You don't make an initial defense roll. Your opponent rolls against your defense just like it was an armor class roll. The Wizard casting a Fireball rolls an attack roll against your Reflex, you don't roll your Reflex against his Fireball.
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    Fighter Cleave vs Minions?

    It does. The example character has all the numbers filled into the formulas to make them playable immediately. The formula is fairly easy to determine: 1d10+5 and additional adjacent target takes 3 damage.... means: 1[W] + Strength Modifier and additional adjacent target takes Strength...
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    (reverse) Engineering a Rogue?

    Nope, all derived from Ability Score Modifiers.
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    (reverse) Engineering a Rogue?

    Accurate Weapon Proficiency (Dagger, Rapier, etc) gives +3 Attack Rolls Normal Weapon Proficiencies (Short Sword, Long Bow, Maces) gives +2 Attack Rolls Inaccurate Weapon Proficiencies (Axes, Hammers) gives +1 Attack Rolls Accurate weapons do less damage but hit more often, and inaccurate...
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    D&D eXPerience: Core Mechanics (now compiled in 1st post!)

    Attack Rolls ------------------------ Accurate Weapon Proficiencies (Dagger, Rapier, etc) give +3 attack Bonus Normal Weapon Proficiencies (Short Sword, Long Bow, etc) give +2 attack Inaccurate Weapons (Axes etc) give +1 attack Bonus Ranged Attacks add Dex Modifier to attack rolls Melee Attacks...
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    D&D eXPerience: Core Mechanics (now compiled in 1st post!)

    That's likely a function of the Half-Elf racials. Half-Elves are highly adaptable, and they likely can select abilities from other class lists. That Half-Elf chose a wizard power from the wizard list as a racial benefit. All classes can normally select 2 at-will powers, 1 encounter, and 1...
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    D&D eXPerience: Core Mechanics (now compiled in 1st post!)

    Defenses (Incomplete knowledge of racials) -------------------------------------------------------- Armor Class = 10 + [Dex or Int Modifier] + Armor Value Cloth = 1 Leather = 2 Hide = 3 Chain = 4 Scale = 5 Plate = 6 Heavy Shield +2 Light Shield +1 Fortitude Defense = 10 + [Str or Con...
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    D&D eXPerience: Core Mechanics (now compiled in 1st post!)

    Here is what we can assume as basic racial abilities - this list is undoubtedly incomplete. Half-Elves ----------------- Cha +2 (Assumed) Group Diplomacy Adaptability - Half-Elves can select powers from other class lists. The Half-Elf Warlock has a wizard spell listed on the character. This...
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    D&D eXPerience: Core Mechanics (now compiled in 1st post!)

    The stats given in the Pit Fiend entry proves that attribute modifiers definitely do increase at half your level: Str 32 (+24) Dex 24 (+20) Wis 20 (+18) Con 27 (+21) Int 22 (+19) Cha 28 (+22) Each attribute bonus is the original stat bonus (Str 32 = +11, Cha 28 = 9), plus half of your level...
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