Search results

  1. Oldtimer

    D&D 4E What's so bad about 4th edition? What's so good about other systems?

    Oh, thank you kind Sir! I didn't know that dissenting views were acceptable. Patronise much?
  2. Oldtimer

    D&D 4E What's so bad about 4th edition? What's so good about other systems?

    Good thing this isn't the case then. Even if you seem to desperately want it to be. :erm:
  3. Oldtimer

    Dragon 402 & Dungeon 193 ToC Are Up

    Not working for me, either. :.-(
  4. Oldtimer

    D&D 4E D&D 4e Character Builder (Made in Java)

    It's just that your first line of code is completely unnecessary. Assuming that strengthAdjustedValue is an int, you can just do: strengthMod = (strengthAdjustedValue - 10) / 2; or strengthMod = strengthAdjustedValue / 2 - 5; if you prefer.
  5. Oldtimer

    So... Do Summoned Creatures Suck?

    I agree that it needs to contradict Condition D, but it can be seen to do that. If you parse "otherwise" to mean "if that doesn't happen, this must happen". I.e. If Condition A doesn't apply, only Condition B or Condition C can end the duration, thereby excluding Condition D from having an...
  6. Oldtimer

    So... Do Summoned Creatures Suck?

    How about "otherwise"? I think a strong case can be (and has been) made for this word have the exclusivity it normally has. Condition A => duration ends. otherwise (i.e. if no Condition A) Condition B OR Condition C => duration ends. I think that parses into an exception that overrides the...
  7. Oldtimer

    Arcanist playtest

    This is madness. Why on earth are your monsters moving? There is just no incentive. Not at all. They win nothing by moving. Your argument is faulty to the extreme. No, the failure is not in the errata. We changed Flaming Sphere to end-of-turn damage over a year ago and it plays so much better...
  8. Oldtimer

    Arcanist playtest

    So now the damage is trivial? Why is it then a minor disaster that it's not automatic anymore? And 100+ hit points? That would be a level 7 Brute or a level 9 Soldier. It's a freaking first level spell! Of course it's not going to scare the pants of monsters in high heroic. But against a group...
  9. Oldtimer

    Arcanist playtest

    Incorrect. There is no motivation to move away. Incorrect. The increase in control is major. Correct. There are other zones better used for that now.
  10. Oldtimer

    Arcanist playtest

    I've explained this over and over. With start-of-turn damage, you take damage at the start of your turn. Then there is no more damage that turn. Moving or standing still will not change that. How is that so hard to comprehend? Why? True, the purpose of the spell changes, but "plain wrong"...
  11. Oldtimer

    Arcanist playtest

    Sliding enemies into zones is ONE tactic. Not the ONLY tactic. Agreed, that particular tactic using Flaming Sphere is mostly nullified by the change. Other tactics are strengthened. Also, regarding a movable zone like Flaming Sphere, you are still wrong in what happens after the enemy has taken...
  12. Oldtimer

    Zero to Hero!

    Now you're attacking a straw-man. I never said we should abolish death. Death still happens in the game. The rule is still there. You don't need to argue about that. I'm merely saying it should not be the primary method of defeat. I'm saying it's a good thing that you can lose and not be dead...
  13. Oldtimer

    Zero to Hero!

    I see that as a bug, not feature. The cleric used one of his precious miracles... and you're still down and out. What's the thing with that? And that's a good thing in my book. Why do we want the characters to die? Defeated, captured, disgraced, all good for the story. Dead? Not so much.
  14. Oldtimer

    Player 1 'grabs and pulls' player 2, then claims it's 'Forced movement, no AtOp'

    Well, there are various ways of visualising the rules and the events of the game. The problem with the visualisation you suggest here is that it conflicts with the rules as written. Personally, I prefer visualisations that don't conflict with the rules. Others prefer to house rule so that the...
  15. Oldtimer

    D&D 4E Things I really like about 4e (and how they could be better)

    Well, with only one combat encounter per day you don't really need anything to counter the 15-minute adventure day. Heck, you could almost turn those dailies into encounter powers and not notice the difference. So I suppose this recharge/Hero Point mechanic is only useful for those campaigns...
  16. Oldtimer

    Multiclassing Essentials Characters with PHB1 & 2 MC Feats

    A player in my game has chosen Horizon Walker as his PP. Only prerequisite for it is Ranger class.
  17. Oldtimer

    Replacing start of turn damage with enters/ends turn damage

    Yes! This works so much better. This annoyed me for a long time with 4e, so I housed-ruled it a year ago. Go for it!
  18. Oldtimer

    Moving in threatened areas

    A monster needs to have the trait "Threatening Reach" in order to get OAs against non-adjacent squares. No.
  19. Oldtimer

    D&D 4E Things I really like about 4e (and how they could be better)

    I do this already. I also let them start with 0 AP after an extended rest. This has an interesting psychological effect - since they just were avarded something very useful after the encounter, something they will lose if they take an extended rest, they really, really want to go on to another...
  20. Oldtimer

    D&D 4E Things I really like about 4e (and how they could be better)

    Pfff, Paladins, schmaladins! In our last gaming session my Half-Orc Brawler Fighter went down into negative hp with no surges left. During the short rest he got some healing from the cleric and woke up at 1 hp. Just as we were ready to explore the old tomb further, a sealed-up wall cracked open...
Top