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  1. Destil

    +1/level instead of +½ level?

    It's a lot cleaner than expertise + magic/inherent bonuses to clean up attack bonuses. You've identified the key issue it would have with AC and defenses, finding a good work around and it solves those, too. If you have grind issues I'd be the first to say either A) go ahead and allow +level to...
  2. Destil

    What are shadow powers called?

    Hexes. And Psionic powers are Disciplines. I'd have preferred talents, or even powers though it's clear why that one's out...
  3. Destil

    Battle Cleric vs. Warlord

    This is another nice thing about warlods, especially in a large party: aid the Injured vs. Cure Light Wounds. Warlords tend to get more encounter heals, which in a big party with a lot of surges is great. Clerics get better but daily heals, which is better in a small party generally.
  4. Destil

    Traveler’s Harlequin (Dragon 382)

    So, by some fantastic coincidence, I was brainstorming about the possibilities for a kobold assassin paragon path this morning as I was getting ready for work: Child of Khyber's Breath
  5. Destil

    Raiding vs. tabletopping

    Absolute Virtue, if memory serves, was over a 24 hour raid on the first kill. Not sure if that's who you're refering to. I quit FFXI a long time ago for such reasons, but there is plenty of story to dig into.
  6. Destil

    Pit Fighter Balance

    Quick easy fix is half the Wis mod to damage. It's a very statistically strong path because of that and the AC boost. Fighters have almost as many multi-attack options as rangers (just not as focused on a single target usually), so I don't see why multiclassing would break it...
  7. Destil

    D&D 4E What Doesn't 4E Do Well?

    This is a huge failure of the retraining rules. You really shouldn't be able to retrain feats across tiers, I'm starting to think. The limited retraining slots end up being a resource to be spent for more power, rather than what they were intended for (letting you change something you didn't like).
  8. Destil

    Class Acts - Wizard

    Why does scattering shock do the exact opposite of what its name implies?
  9. Destil

    D&D 4E New players, new to 4e, 14th-level campaign

    Limiting things to PHB only at first may be a good idea, since that really reduces the number of things you may need to think about. Especially feats, maybe house-rule in some simple feats like weapon expertise and Melee Training that only affect numbers and can be worked out before hand.
  10. Destil

    Using Intelligence for Initiative

    It should certainly be a feat bonus, at least. How about: Thinking on your Feat: You can use your intelligence bonus instead of your Dexterity bonus for initiative. If surprised you can take a single minor action that isn't an attack during the surprise round. Swordmages and Taclords both...
  11. Destil

    Inherent bonus rules

    You don't need to lower defenses if: A) You give free expertise feats B) You don't buy into the idea that expertise feats are needed at all (and ban them, I suppose) C) You don't buy into the idea that the expertise feat 'cost' is bad I'll have to retry the magic + inherent, it looked wrong but...
  12. Destil

    Death and Dying + coup de grace revisited

    How about a cupe de grace costs surges equal to damage dealt, rounded up, and count as a failed saved? Plays better with the first idea...
  13. Destil

    Vengeful Parry trick?

    Compare to Come and Get It: Come and Get It - You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. Vengeful Parry - You shift 1 square and then slide the target 2 squares to a square adjacent to you. My guess is that these two...
  14. Destil

    Multiclassing Questions

    You can actually get your powers pretty close to half and half with multiclassiing. If you take a paragon path from your 2nd class you'll end up with two encounter and daily powers from both 'classes' along with two of your 7 utilities coming from the second class. Plus possibly some weakened...
  15. Destil

    Re-balancing wizard at-wills

    Oh, I don't mind other re-writes here. There are indeed far too many illusion/psychic powers out there, and I wasn't planning on using these in game anyway (it's more a thought experiment). When I first read the 4E PHB and looked over the powers I thought at-wills were going to be fairly rare...
  16. Destil

    Are wardens overpowered?

    I thought it was pretty much accepted that things that add to weapon damage rolls work with to Rain of Steel, which puts the dwarf at 10.5 (+2 enhancement +2 feat; armbands would be another +2 but that's at least a little ambiguous...)
  17. Destil

    Inherent bonus rules

    The math behind them works as for not using the big 3 magic items. You may want to consider free Expertise feats and possibly free paragon/epic defense feats or lower the defenses of monsters by 1 per tier and possibly do something about their NAD attacks. And possibly allow some extra damage on...
  18. Destil

    D&D 4E The "Spine" of 4E - Am I missing anything?

    Nothing preventing you from being a pit-fighter (are there any other +1 AC paths yet?) so 52. Also you'd much more likely have a defensive double weapon and two-weapon defense rather than a heavy shield, so you can still use your barbarian abilities. Isn't there a hide armor specialization...
  19. Destil

    Re-balancing wizard at-wills

    The weird thing about magic missiles is that while you could split the missiles between targets before, there was really only one very rare reason to do so (popping mirror images). In 4E with minions, however, it's a really handy feature to have. +2 to hit isn't a bad idea if you want it to be...
  20. Destil

    Making a character from a Mini

    ====== Created Using Wizards of the Coast D&D Character Builder ====== Jade, level 1 Warforged, Barbarian Feral Might: Rageblood Vigor FINAL ABILITY SCORES Str 18, Con 16, Dex 14, Int 10, Wis 13, Cha 8. STARTING ABILITY SCORES Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8. AC: 16 Fort: 16...
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