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  1. G

    Displacement - a bit wussy eh? Mirror image too...

    Luck domain, Swashbuckler class ability, a good chunk of the Complete Scoundrel feats (and PrC's) that allowed for a half dozen rerolls on virtually any type of roll, and possibly others I might have missed. In 3.5 at least, rerolling wasn't considered all that powerful.
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    Displacement - a bit wussy eh? Mirror image too...

    I think he perhaps meant the versatility of the wizards utility spells. From what I've seen the 4E wizard seems like a potent version of the 3.5 Warmage, a definite nerf compared to the 3.x Wizard. Without seeing rituals it may be unfair to make this assessment.
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    D&D 4E Keith Baker on 4E! (The Hellcow responds!)

    At some point the PC's will notice. +12 is perfectly feasible with a level 1 PC as demonstrated. What if the bonus was instead +40? How do you explain that without falling into a mechanic that resembles the 3.x character building design? (i.e. becoming experienced and more powerful) I can...
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    DDXP: When Anti's become Pro's

    Turned Off After being highly optimistic and hopeful for several months, I can honestly say that I'm having more than a few reservations about picking up the new edition. For me (and my group) to justify getting the new edition it has to be substantially better for us than what we are...
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    D&D 4E 4E Rogue for non-4E enthusiast

    It does seem that moreso than before that choosing the rogue class leaves you with a lot less wiggle room to customize your character. The hard-coded weapon and armor choice (and skills involving them) are what really concern me. Without seeing the rest of the system I can't be certain, but...
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    D&D 4E The 4E Rogue...love it or hate it?

    As someone who is greatly looking forward to 4E this comes as a letdown. The class mechanics scream at me pidgeon-holing of abilities and builds. The versatility of 3.x seems to be thrown completely out the window in favour of defining a set role for each class. I can't see how multi-classing...
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    Holy Water Bomb for 4000 hp of Damage

    Your ingenuity and raw malice has me both impressed and appalled. Good show, sir. I find that by allowing potentially abusive tactics on the caveat that if abused the same tactic will be returned ten-fold, the PC's use such techniques sparingly. I'd let them get away with 20d4 in this instance.
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    Core Rules Survivor

    Allow me to add some hate towards the Spiked Chain and Fixed Save DC's. The former because it is the Paris Hilton of weapons; dumb and pointless yet everyone keeps talking about it.
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    Fighter's shouldn't have to suck

    It's interesting cause you're experiencing more or less the dilemma our group faced some time ago. We felt that it wasn't so much Fighters (and melee in general) that sucked, but spellcasters were overpowered (a glass half-full/half-empty perception, which is fair). Ultimately our resolution...
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    Running into an invisible wall?

    For what it's worth, there is a precedent set for smacking a creature into a wall. Awesome Blow from the MM sets it at a flat 1d6 damage.
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    Combat Expertise and Power Attack

    I had a player who did exactly this, and my response was to simply disarm him. He failed both the AoO and the opposed attack roll (the latter quite badly, as his to-hit roll was negative). Sunder would have worked as well.
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    FAQ: a reliable source?

    I suspect this one may have been corrected, but I recall someone having a question regarding Combat Reflexes and the answer given only pertained to Combat Expertise. If nothing else it showed the lack of attention to detail the FAQ was given.
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    What's up with plants & Iron Will?

    Not to mention being a decent gateway feat for advanced plants. Hold The Line or Vexing Flanker, anyone?
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    Melee Weapon Mastery

    It is hotly debated because there is some contention that it was originally designed as a feat that granted you the benefits of Weapon Focus and Weapon Specialization with all weapons of the same type, and nothing more. (This stems from the both the flavour text of the feat as well as the fact...
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    What Am I Missing? - [Complete Champion]

    Actually, it seems like only the 'Duration' line is inconsistent. The first spell essentially breaks down as: 1) +5 to any knowledge checks made within the 10 min/level duration 2) A chance to make a knowledge check untrained, something normally not allowed (with a +5 bonus). Duration...
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    How can I walk softly and carry a BIG sword?

    With the additional, but minor, bonus of having a slightly higher maximum damage. 18 for the large greatsword, 16 for the PA'd medium greatsword.
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    Action Points and Feats

    We ran an Eberron campaign once, and while it was enormous fun we found the action points to be more problematic than good. Without rehashing the old debate much, the Wizard in the party with Heroic Surge made short work of most encounters without much anything being done by the rest of the...
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    Confusion in Monk's Belt

    Do note that you also get the unarmed strike damage of a 5th level monk, 1d8, which is considerably better than the standard 1d3. There aren't many ways of improving your unarmed strike damage without levels of monk. It offers these benefits together in a single item, and is useful for both...
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    Weakest PrCs

    Actually, the entirety of the Complete Scoundrel PrC's are pretty underpowered, except in one specific scenario (that just so happens to apply to my game): No spellcasters. I understand that playing without (true) spellcasters is far from the norm, but it suddenly makes several of the C.Sc...
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    Two-Weapon Feats?

    There's also the option of wielding a small weapon. Oversized TWF allows one to dual-wield two small Greatswords (at -2 penalty each, in addition to TWF penalties). It's mechanically similar to using two Bastard Swords (except they weigh slightly less). It boils down to whether you value 2...
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