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  1. MindWanderer

    Traps?

    The DMG only contains 23 traps (14 Heroic, 5 Paragon, 4 Epic), and I can't find any rules for creating them. Their effects are so disparate that it's really hard to infer creation rules from the few we have. The rolling boulder from Scalegloom isn't even in it! Am I missing something, or are...
  2. MindWanderer

    Core Handbook Errors Discussion

    Here's an apparent error, in the Life-Stealer's Collect Life Spark ability. When you collect a Fey life-spark, you can cause an opponent to become dazed. Is that until the beginning of your next turn? The end of your next turn? Save ends?
  3. MindWanderer

    Amusing clarification: Magic Circle

    However, 4e doesn't define circles in any way. If you use the area effect rules, it's a square. If you make it a circle, there's no way to determine how many squares lie inside it. And do partial squares count? I think a lot of DMs will be using the 3e spread rules to adjudicate this one.
  4. MindWanderer

    Stealth in Combat?

    Doesn't work. Second Chance is an immediate interrupt, and you can't use immediate actions on your own turn.
  5. MindWanderer

    Worst Race?

    I think they all have uses--and that half-elf, at least, got a big boost by not being unplayable. I'm comforted by the fact that 5 out of the 8 races have gotten at least one vote. I'll add a sixth: dragonborn. At first, I liked Dragon Breath as a weenie-wiper. Then I saw that every class...
  6. MindWanderer

    Now you're thinking with Portals! Abusing Arcane Gate

    Also doesn't technically work. Creatures can pass through, but not unattended objects or environmental effects.
  7. MindWanderer

    D&D 4E Careful Shot vs Twin Strike....No Contest (4e spoilers)

    I wonder if RoB was meant to just be one primary and one secondary attack, and not two primaries which each spawn secondaries? It's a problem similar to Battle Pyres.
  8. MindWanderer

    Fourth Edition just feels... incomplete

    So was I. I'm used to playing 3e with core only (thus the COre COliseum in my sig), and, having played that for years, there are still a ton of things I've never tried. In 4e, I can even list all the viable builds: - Str-based cleric - Wis-based cleric - Fighter (here's the most build...
  9. MindWanderer

    Lava question

    One of the playtest sessions (where Oleander died) used lava, and it was not an instant kill. In general, insta-kills are a really bad idea.
  10. MindWanderer

    Now you're thinking with Portals! Abusing Arcane Gate

    Strictly going by RAW, you cannot be moved through the gate involuntarily.
  11. MindWanderer

    Fourth Edition just feels... incomplete

    I concur as well. The facts that multiclassing barely works; that builds (not just the recommended builds, but anything that synergises well) give you very limited, if any, options; that most likely several characters in a party will have the same epic destiny all suggest to me that the core...
  12. MindWanderer

    Cleave and Power attack

    Basically, yes, you add other modifiers whenever there's a die roll involved ([W] for weapon powers, XdY for other powers).
  13. MindWanderer

    Portable Holes, Orbs, Shields, and Disenchant/Enchant

    Because 1) Disenchant requires a material component cost (not much, but it's something), 2) Residuum can only be used on rituals, and 3) You can only create items up to your level, but you can buy anything. Disenchant/Enchant are strictly inferior under the default assumptions.
  14. MindWanderer

    Invisibility vs Greater Invisibility

    Invis is Sustain Standard, Greater Invis is Sustain Minor. That means that you can do other things while maintaining Greater Invis--e.g. the wizard can make attacks while the invisible rogue sneaks around.
  15. MindWanderer

    Cleric AoE Powers?

    The cleric powers are even better, in that many of them damage enemies and grant bonuses to allies at the same time.
  16. MindWanderer

    Portable Holes, Orbs, Shields, and Disenchant/Enchant

    I don't get the point of any of these things. - Portable Holes: They don't create an extradimensional space, and they can't be closed when something is in it? So what is it good for, a portable pit trap? For being such a high-level item (19), I just don't get it. - Orbs: With the exception...
  17. MindWanderer

    Impressions: Most dissapointing class?

    I can't really vote; many of the classes are disappointing to me in one way or another. - Fighter: if you specialized in one type of weapon (which most will), your freedom to choose powers gets cut by 50%. Half the levels force you to pick the one power that corresponds to your weapon of...
  18. MindWanderer

    Rogues and Two Weapon Fighting

    Not unless this was in Unearthed Arcana. The 1e ranger had no 2WF abilities in the PHB. In fact, if you look at other rangers in D&D fiction that were based on 1e, they typically fight with things like greatswords or sword-and-shield.
  19. MindWanderer

    Does anyone actually need the DMG?

    What I really wonder is what's going to be worth buying in the DMG 2. Traps, hazards, templates, and artifacts, okay. But we don't really need more DM tips, we don't need more sample towns or dungeons... what else is there?
  20. MindWanderer

    Impressions: most awesome class?

    I voted Wizard, but it's a close decision for me. The wizard is the class that least involves just hitting things over and over again. The other classes have various flavors of hitting things, but it's still mainly just hitting things. Wizard controller powers are much more exciting, IMO...
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