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  1. MindWanderer

    Excerpt: Archons (merged)

    Yeah, but that would indeed provoke from both. I see the point now, and yeah, it's ugly, although it relies on an orthogonal flank rather than a diagonal one.
  2. MindWanderer

    Excerpt: Archons (merged)

    It's because we haven't seen the implementation yet. I'm generally all on board with the sacred hamburger grinder, but if "true" elementals are blobs of random stuff thrown together, rather than blobs of a single "element" (doesn't have to be a traditional element), then I'll consider it a...
  3. MindWanderer

    Impressions from KotS

    I got great use out of this in Escape from Sembia, extinguishing the flames burning on one of my allies and smacking a skeleton for radiant damage. Here's a question: What happens if you use this ability on someone who's dying? Can they wake up if they roll a 20? Can they die earlier if they...
  4. MindWanderer

    Excerpt: Archons (merged)

    I don't see why not. Difficult terrain only affects when you step into it, not when you step out of it, and it's only Aura 1. You could shift and then move without provoking, just like normal; you could even shift and then run, moving a total of 5 squares and not provoking.
  5. MindWanderer

    Minions and Temporary HPs

    The same thing is true if a normal enemy is beaten down to just a few hit points and then gets the temp hp. They may not help at all. I see no reason to give minions any additional benefit.
  6. MindWanderer

    Minions and Temporary HPs

    It makes for a significant boost in minion power, though. If the ranger deals 20 points of damage to a 1+5 HP minion, letting it stay alive is pretty potent. Optional variant: if a minion takes damage equal to its HP total, it dies. If it takes damage less than its HP total, it loses all...
  7. MindWanderer

    D&D 4E OOTS is going 4E! Edit: Wrong it is 100% NOT! [merged]

    I applaud his decision. It makes perfect sense from where he's coming from right now. OotS is much less rules-driven than it used to be, and edition change jokes have been done to death already (except where they serve a plot purpose, such as explaining why Vaarsuvius can't cast teleport)...
  8. MindWanderer

    Core Rulebook Questions

    Iiiinteresting. So dwarves will make good Infernal Pact warlocks (!), halflings and tieflings will make good Fey Pact warlocks, and half-elves and dragonborn will make good warlocks of any type (dragonborn because racial features are keyed off of Con). Strange that tieflings will be less...
  9. MindWanderer

    Rules Assimilation

    In 3e, I built my own DM screen that contained only the stuff I couldn't remember, in crib note form. Grapple took up 15 lines in one column (of two). Most of the space went to combat maneuvers, conditions, and skill uses. I humbly suggest the Core Coliseum as a great way to bone up on your...
  10. MindWanderer

    Paladins and alignment

    And when a rule doesn't work anymore, it gets scrapped. In 1st edition, rangers got insane damage bonuses against giants. That made no sense, so in 2nd edition they were allowed to choose a favored enemy. In 3rd, they decided that was too limiting, so they got multiple favored enemies. It's...
  11. MindWanderer

    Defenders handing out free attacks (to opponents)

    It's very simple. If the squishy you're going for has an AC 2 or more less than the defender, then it's in your best interests to attack the squishy anyway: No modifier vs. AC 19 compared with a -2 modifier vs. AC 15 is a no-brainer. The defender's real schtick is the other penalties, like...
  12. MindWanderer

    Minions and Temporary HPs

    I would probably end up ruling that attacks that deal damage on a miss deduct from the minion's temp HP, but not its actual HP (1).
  13. MindWanderer

    Cast Ritual

    Not really. Heal is a class skill for fighters, and it looks like Wis is one of their secondary attributes. Think of it as being trained as a field medic.
  14. MindWanderer

    OK, when do you ever "NOT" use a power and do a basic attack?

    There are corner cases where it might be appropriate. For instance, an opponent might use an interrupt ability to shift, and make it so that you don't want to push them after all, even though you're committed to using the attack anyway.
  15. MindWanderer

    Multiclass Combos

    If you're looking for that trope in general rather than DMC in specific, all you need is a fighter, paladin, or warlord with a high enough Dex or Int (16+) to make light armor an appealing choice. Kind of interesting that neither of the inherently light-armor, weapon-using classes (rogue...
  16. MindWanderer

    D&D 4E Why do weapons have different damage in 4e?

    As it should. If you're going to make weapon die a meaningful factor, you have to make it meaningful at all levels. It shouldn't be like 3e, where by level 20 your modifiers overwhelmed your die so much that you chose a weapon more on other characteristics. Especially if you're trading die...
  17. MindWanderer

    Core Rulebook Questions

    Then please, please, please go back and take a copy of this thread with you! Oh, and please read the alignment section and resolve the 5-Alignment debate....
  18. MindWanderer

    Multiclass Combos

    Fighters effectively have a taunt built in, and I bet other classes have something similar (warlords, rogues, warlocks?) Based on what we have so far, if I wanted to make a DMC clone (I know Dante but not Nero, though I gather they're similar) I'd build a tiefling fighter with Wizard training...
  19. MindWanderer

    Paladins and alignment

    That's almost exactly what my tiefling paladin/wizard is going to be like. His object of faith is himself, and his negotiation strategy is Diplomacy, Intimidate, Flame Burst.
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