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  1. J

    Forced Movement - AKA Autowinning KotS (spoilers)

    The DMG rule (p.44) allows the save for any sort of (vaguely defined) Hindering Terrain. Hindering Terrain is defined (as I said, vaguely) n DMG p. 61 in such a way that I would say includes any terrain that does damage if entered, which I would rule includes gates to certain death. A 65%...
  2. J

    Forced Movement - AKA Autowinning KotS (spoilers)

    Not a bad ending story-wise, if a bit anti-climactic. I have to assume Kalarel failed his 8+ save when moved into dangerous terrain, but there's more than a 1-in-3 chance of that, so sure. Evil bad guy rants and monologues, first attack pushes him into his diabolic device and good triumphs...
  3. J

    How do you calculate XP for evil NPCs?

    Let's quick compare a from-scratch NPC per the DMG rules (pp.187-8) with a Monster with a Class Template (pp.182-3)... Both have essentially the same powers, proficiencies, skills, and features and the same mods to defenses (or, at least, I didn't notice any differences). NPC has Second Wind...
  4. J

    How do you calculate XP for evil NPCs?

    Though, it should be noted, drastically fewer than PCs of the same level get (the familiar monster allocation of 1/2/3 by tier) and, likewise, fewer powers.
  5. J

    Push and Pull

    Nothing says it is any more limited than that it must be away. I have to read that as offering several choices for each square of push and in no way limiting you to straight lines. What you could not do is move them closer to you or sideways (neither closer nor further). Thus, you don't have...
  6. J

    Math of Blade Cascade

    That's a bit more difficult and I can't quite get to it now. And would very much depend on the chance of success on the re-roll. In other words, this strategy makes very little since if you need 19s or 20s to hit and a lot more if you hit rather often.
  7. J

    Math of Blade Cascade

    The expected number of tests until failure is 1/p(failure). In this case, p(failure) = (AC - Attack Bonus - 1) / 20, with an upper limit of 95% and a lower limit of 5% because 1's always miss and 20's always hit. So, if AC and Attack Bonus are reasonably related (that is, not 20 or further...
  8. J

    One-way concealment from forest edge?

    I think the best route of thinking here is to look back at the cover rules. For Cover, you draw lines from one corner of the attacker's square to every corner of the target's. Thus, if the attacker is at the edge of the woods, they can draw from a the non-wooded edge to all corners of the...
  9. J

    Zombie and Skeleton Minion Madness!

    How about giving them a new ability like this... Death Save (when reduced to or below 0 hit points) Unless damaged by a Critical Hit or Radiant Damage, immediately make a saving throw. A Zombie Rotter that makes this save is knocked prone with 1 hp rather than killed. If damaged by a Critical...
  10. J

    D&D 4E XP for NPCs in 4e?

    Might it be the footnote that says attacks against multiple targets are at -2?
  11. J

    Collected Core Handbook Errata

    Ranged would trigger OA, Close Burst does not. [Edited to clarify Close Burst specifically, as that seems to matter.]
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