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    Backgrounds

    You can take as many background as you want in PHB II, but you only gain one background benefit (like adding a skill to your trained skills list). I assume you mean "is more workable if he can take two background benefits" and you're asking about doing that. Background benefits in PH-II are...
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    Swordmage Warding vs. Armor of Faith

    Seems reasonable. +3 AC (eventually) is a lot for a feat and it should come with some drawback. Otherwise, the Avenger can eventually get AC that's too high by taking Armor of Faith and Armor Proficiency feats. With this change, high level Avengers will tend to wear Cloth, unlike the other...
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    Tempest Fighter or Melee Ranger?

    You can build this on 21 point buy. 9 for 16 Str, 5 for 14 Wis, 5 for 14 Con, 2 for 12 Dex, add +2 to Strength. With 24 points, you can start with 18, 15, 13, 10, 14, 8. When you level up a character all at once (so you're planning ahead), you should never put any points from increasing...
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    Tempest Fighter or Melee Ranger?

    The best solo character is probably the very overpowered Dwarf Battlerager Vigor fighter. He could hit all of your conditions, too. Pre-racial: Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10 Boost Str and Con, so at level 8: Str 18, Con 20, Dex 12, Int 8, Wis 12, Cha 10 You can switch Dex...
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    D&D 4E Running player commentary on PCat's 4E Campaign - Heroic tier (finished)

    You'd want to change all defenses for monsters, not just AC, since Weapon Expertise and Implement Expertise add to attacks that target AC or FRW alike. I think the biggest reason not to change monster defenses directly is that it's a a lot effort to change all of the stats if you're using...
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    Armor Specialization (Plate)

    Once again, you've got the hit point math wrong. A level 8 wizard has a base of 38 + Con HP, meaning that with a typical Constitution of 12 he's going to have 50 HP, not 42 as you've indicated. There's no way he'll have below 46 HP under point-buy.
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    Armor Specialization (Plate)

    The fighter will have much less than 133 hit points. A fighter who started with 18 Con and boosts it (so he now has 21 Con), and has taken Toughness has 112 HP at level 12. If the wizard has 13 Con and doesn't take Toughness he's at 67 HP; with Toughness he's at 77 HP. If the percentage...
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    Plate v. Scale Armor

    At low-mid heroic, on an at-will? Not in general. A level 5 Rogue with 13 Con and Toughness has 50 HP. Not counting certain AV-items, maybe you're doing 25 damage on an at-will. Even given that PCs have "group HP" in a way monsters do not, that's not a good trade. For a monster that's...
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    MM2 Excerpt: Pod Demon

    The podspawn's attack does 12 damage a hit. That's a serious upgrade from level 15 MM minions, which tend to do 7-8 damage. The Adamantine Dragon previewed did significantly more damage (and had lower HP and defenses) than the similar level Red Dragon solo from the MM (also a Soldier). The...
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    Plate v. Scale Armor

    In my opinion, talk about defenders having "too high of AC" is misplaced. You can forgo too many other benefits in getting high AC, but that's a different issue. Scale vs. Plate is -2 armor check penalty vs. +1 AC. You're going to get attacked against AC a lot more than you're going to make...
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    Alternatives to the feat-tax solution to to-hit and F/R/W defenses

    Not really. If you want a character with a currently +0 save bonus to be affected for an equal number of rounds under the new system, changing it to saves at the start of the round, with a -4 penalty, gets you to almost the exact same number (1.82 rounds before, 1.85 rounds after). However...
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    Alternatives to the feat-tax solution to to-hit and F/R/W defenses

    This is too complicated. It would be easier to add to both FRW and attacks' damage. This change makes save-ends attacks weaker in terms of average rounds effective than until end of next turn attacks, even on a normal +0 save combatant (they’re much weaker against a solo with +5 to saves)...
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    Alternatives to the feat-tax solution to to-hit and F/R/W defenses

    I'm not sure how you arrived at this complicated of a process, given that my original suggestion was:
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    Alternatives to the feat-tax solution to to-hit and F/R/W defenses

    Looking at the DMG's guidelines for creating monsters (pg 184), the high damage attacks of lurkers should probably get +3 damage as well (if everyone else gets +2). You could consider giving less bonus damage for the melee attacks of artillery and attacks by controllers with significant...
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    Alternatives to the feat-tax solution to to-hit and F/R/W defenses

    Why this as a solution, instead of a static bonus to damage for monsters? As I see it, static bonus would have the following differences: 1) It doesn't require rolling additional dice. 2) Unless you're changing minions to do damage dice, you're going to want to increase minion damage via...
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    So, about defenses aka. PHB2 defenses feats

    This is a rather revisionist way of looking at it, since one page ago you thought that people were saying FRW scales poorly relative to AC because monster to-hit goes up faster for FRW attacks than for AC attacks, rather than the correct reason, which is that PC FRW defenses go up more slowly...
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    Will Ultimate Power be reprinted?

    Yes. The pocket books are black and white and a different size- those are the only differences [edit- in pocket Ultimate Power- see below about the core book].
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    10 months into the game

    Between granting combat advantage and being unconscious, melee attackers only have an effective +7 to hit you. You're still dodging pretty well, under the circumstances. Note that a level 30 character with, say, 28 Int/Dex can be unconscious and not wearing armor, and level 1 kobold...
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    So, about defenses aka. PHB2 defenses feats

    I would calculate damage using that power rather than their other at-will since it's much better against most characters than their power that targets AC and does 1d8 extra, but doesn't stun (not sure what you did here). Once I did that, I definitely wouldn't say :) At level 14, unless the...
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    Solos, Status Effects, and a House Rule

    This is a good point; I get to it in the post Morgan_Scott quotes at the top of this page, but I never really updated the main post to reflect it. This is a reason why you definitely don't want status effects to be so weak as to be 1/5 of a normal monster's average duration against a solo...
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