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  1. small pumpkin man

    Halfling Rogues - Are they at a Disadvantage?

    Uh, a halfling can use a shortsword and a rapier (if you take the feat) Not that the dagger is a bad idea, +1 to hit is quite cool, and worth the -1 per weapon die of damage IMHO, but the small penalty only applies to versatile and two handed weapons, a halfling rogue has no penalties...
  2. small pumpkin man

    The Point of Masterwork Armor?

    Ignore them. When light armour gets enchanted to +4 or +6, give them an extra +1 AC. When heavy armour gets enchanted to an extra +4 or +6, give them an extra +3 AC.
  3. small pumpkin man

    why are orbs good again?

    Uh, I assumed you only start with 16 wisdom, since you need 12 chr and 16 int as well. You save against each effect seperately, the orb will only give a penalty to one effect, however it's not obvious when you can start to apply the penalty, currently I'm assuming you can do it after the attack...
  4. small pumpkin man

    why are orbs good again?

    A normal monster saves on a roll of 10. A 30th level Dwarven Wizard with 28 wis, Orb of Imposition and Spell focus gives this monster -11 on saves, and since a 20 is not a natural success on a saving throw, this means when you cast sleep on them, if it hits, they will never, ever wake up. Not...
  5. small pumpkin man

    Warlocks, Shadow Walk and Concealment (not Stealth)

    Absoluty, I aggree, but that's the opposite of what Starshadow is doing. That's taking the mechanics and deciding what the fluff is. Starshadow is going "what's really going on here?", to which the answer is "whatever you want". Do I need to quote Hong's second law at you? Concealment is a...
  6. small pumpkin man

    Rogue Weapon Talent Use/Abuse?

    Hey, a bandwagon! Let me see...
  7. small pumpkin man

    Those [2 damage types] +1 damage feats

    That wasn't a "suggestion" per se, so much as a reference to the fact that they were fairly obviously originally named that before a bunch of people on the internet decided they didn't like the idea because some of the names weren't great. Indeed, much of the complete fluffless nature of the...
  8. small pumpkin man

    Wizard Wisdom Wierdness

    Yeah, that was one of the first things I noticed, and I got little bit wierded out, then I looked for spells that used dex because the build advice say "choose spells which benefit from a high dex score" and found out there are none at all. That actually pissed me off.
  9. small pumpkin man

    Warlocks, Shadow Walk and Concealment (not Stealth)

    Whahaaar? Why are you confusing the issue? Obscurement is one way of gaining concealment, shadow walk is another. Just apply the penalty to hit/capacity to hide and stop trying to figure out the exact physics of magic.
  10. small pumpkin man

    What do you wish was in D&D that isn't?

    Almost forgot. MtG style pedantic editing, since it's needed now, and they don't have it.
  11. small pumpkin man

    OotS 568 is up

    How does V gaining Ultimate Arcane Power fit into this?
  12. small pumpkin man

    Rules questions: (Stealth, Magic Missile & Goblin Brute)

    That would explain my confusion, yes.
  13. small pumpkin man

    Dragon article -- Class Acts: Wizards

    Yeah, IT'll be nice once the human extra at will actually makes any difference for classes that aren't Wizard, Warlord or Rogue.
  14. small pumpkin man

    Those [2 damage types] +1 damage feats

    Uh, where is that 2d10 + 8 coming from? A low level ranger with a +1 weapon and weapon focus can be doing 2d10 + 4 + 1d6 (18.5), allthough if you're comparing it to 1d6 + 4 scorching burst, 2d10 + 1d6 (14.5) is more accurate, allthough that ignores the fact that scorching burst is an area...
  15. small pumpkin man

    What do you wish was in D&D that isn't?

    Better rules for non-combat challenges. Better support for the "yes you can" playstyle.
  16. small pumpkin man

    Illusion Power Inconsistencies

    Your turn, you immobolize them. Their turn, they can't move. if you hit, Immobolize ends Your turn, you do something. if you missed, Immobolize ends Their turn, they can move. The initiative order will make no difference. Indeed, generally with regard to immobilize, end of it's turn or end of...
  17. small pumpkin man

    No more dumb fighters?

    Not originally, but he got flanderized pretty quickly.
  18. small pumpkin man

    What kind of PC game do you want from 4E?

    Things like combat challenge, Quarry even Divine Challenge have been designed to run smoothly in a tabletop enviroment and seem like they would be annoying to implement properly, even in a ToEE style game. If done properly, sure, that'd be fun, but honestly I'd prefer something like KotOR, which...
  19. small pumpkin man

    Rules questions: (Stealth, Magic Missile & Goblin Brute)

    Rules for take ten. "When you're not in a rush, not being threatened or distracted, and when you're dealing with a mundane task you can take ten". Specific skills do not have exceptions. Look up the level 7 Warlord Encounter Power "Suprise Attack". This, like several other warlord powers...
  20. small pumpkin man

    Adding Templates to Solos?

    Considering most of the reports/complaints of Solo fights seem to involve them degenerating somewhat into tediousness near the end, I would possibly recomend adding the powers and lowering the hp, but that might be off-topic.
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