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  1. J

    Question about the Mnemonic Staff

    You get two attacks, but lose your utility. Sounds awefully powerful until the attack that kills you could have been avoided with Shield, or you die from dragon breath because you swapped out Resistance.
  2. J

    NPC Paladins and Lay on Hands

    Yeah, I've found the NPC rules (both creating from scratch and templating) to be incredibly useful baselines.
  3. J

    D&D 4E 4e is BROKEN if you ignore a major rule

    As is the fact that it's so obvious. :D
  4. J

    [Adventurer's Vault] Problematic Items

    A 2nd level party who fights their way there has found 4 magic items and enough gold to buy one more (if they don't spend it on mundane gear). That's one item each. A 2nd level PC who is created using the DMG guidelines has three magic items and every piece of nonmagic gear he wants.
  5. J

    D&D 4E 4E combat and non-combat timing

    This is a good idea. A standard (non-elite) humanoid warlord plus two pals (or a fighter two levels higher) can be a tough fight, but won't have the staying power of an elite. Good stuff here as well.
  6. J

    D&D 4E 4E combat and non-combat timing

    And/or the commander is not a solo. What about making the commander a minion possessed by a solo demon? Then when the god guys kill him in one shot, the guards he just alerted come running in, wet themselves, and run back out while the PCs fight the real encounter.
  7. J

    D&D 4E 4e is BROKEN if you ignore a major rule

    I agree completely, but was just curious about which part of the thread had gotten your dander up. Perhaps another topic about "what's a good guideline for brokenness" is in order?
  8. J

    [Adventurer's Vault] Problematic Items

    Sure, if you think that section was intended for use with 2nd level PCs and don't mind that a newly minted 2nd level PC has infinite mundane resources while the poor schlub who worked his way to 3rd is going to have nowhere near as much mundane treasure, and will only have 2 magic items if the...
  9. J

    D&D 4E 4E combat and non-combat timing

    Currently humans in D&D run way too slowly and walk way too quickly. If you assume that people who are fighting for their lives tend to hustle when needed, two or three second rounds put average movement rates closer to real life, making movement more realistic, not less. If you're truly...
  10. J

    [Adventurer's Vault] Problematic Items

    Any GM who hands a level 2 starting character three magic items is either inexperienced, monty haul, or very very evil (and hence knows you'll need them).
  11. J

    D&D 4E 4e is BROKEN if you ignore a major rule

    Are you saying you think 300 Orbs of Inevitable Continuance are ok, or just disagreeing with the example used?
  12. J

    D&D 4E 4E combat and non-combat timing

    Why not just say that rounds are 2 seconds? Or 1? Or whatever works. Make it a general house rule so there's no need to invent elaborate ways to manipulate time.
  13. J

    NPC Paladins and Lay on Hands

    You could also use inurl:d-d-4th-edition-rules
  14. J

    NPC Paladins and Lay on Hands

    They get one per tier, but yeah, they're gimped. You can make the NPC by PC rules, or just say they've got more than normal (perhaps they have Durability).
  15. J

    Correct me if I'm wrong: Paladin Marks

    That's correct. The damage is packaged with Divine Challenge, not as a seperate class feature.
  16. J

    D&D 4E 4E combat and non-combat timing

    4E design philosophy ignores timing like that. Either the encounters are designed with multiple waves factored in, or there are short rests in between (preferably both, with the GM using whatever fits the situation best). Cinematics and balance over realism. It's definitely not the only way to...
  17. J

    Multiclassing and Inspiring Word

    Yeah. Running gives everyone else combat advantage, provokes like normal movement, and makes it highly unlikely you're going to hit anyone after the -5. That means most enemies wanting to damage you will stay at 4 squares with a charge rather than 6 with a run and a charge. Slow is still highly...
  18. J

    2 ?'s about Opp Att

    The ability specifies that your ranged OAs do not provoke.
  19. J

    2 ?'s about Opp Att

    Close ones do not. Ranged ones do. You're using a ranged weapon, so it's a ranged attack. However, it doesn't change what triggers your OAs, so they still have to be adjacent to you.
  20. J

    funny and yet so wrong....

    You could always just say "ok, you score" and move on. Unless the seduction was important. In which case you could make it a skill challenge, with one PC being the front guy, another the wing man / Cyrano behind the bushes, another fending off or discrediting rival suitors, etc.
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