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  1. J

    ongoing damage and readied action

    It's sucky for us. If you like it, that's cool. I saw Mearls's house rule, liked it, and mentioned to the group. We started using it in all our games and have enjoyed the results.
  2. J

    ongoing damage and readied action

    The delayed death was intentional. It avoids the sucky situation of getting hit for less than your max hit points and then standing there waiting to die because the ongoing damage will kill you before you get to act. With your rule you end up with a situation where someone gets lit on fire but...
  3. J

    Querying DDI Compendium externally

    Unfortunately, no. The best option I know of right now is to use Wotc's encounter builder and cut and paste stats from the compendium.
  4. J

    Mearls on Controller design and At-Will balance

    You don't need a char op board to know that minimizing your wisdom and then picking a power that relies on wisdom is going to make you less effective in combat. Like I said, if it's fun, that's good. I'm not disparaging people who don't go for the bang at every point on their sheet, I rarely do...
  5. J

    Death Penalty & Extended rest

    Dying shows the universe that your badassitude is waning. As punishment for your wussdom, the universe smacks you upside the head with a load of negative karma. The only way to get back in it's good graces is by proving that you're still da man.
  6. J

    Highest Level 30 Rogue Damage...

    Whatever the highest ina signle strike turns out to be, you'll want to be sure you're either multi-classed into divine Oracle or one of the other PCs is one, so it can be an automatic critical hit. Alternatively, there's an epic destiny that can do the same thing, though I'm not sure offhand if...
  7. J

    ongoing damage and readied action

    The GM was right. I'll take this opportunity to point out a common house rule, one even used by Mike Mearls*: move ongoing damage to the end of the turn just before rolling saves. It removes the situation where a player is sitting at 9 hit points and waiting for his turn to roll around so he...
  8. J

    Mearls on Controller design and At-Will balance

    This isn't a case of the wizard being too weak, it's a case of one person making a very sub par build for RP reasons. There's nothing wrong with it if he enjoys himself, but it doesn't work as evidence of the wizard's usefulness in a normal game.
  9. J

    Multi-property magic items

    If you didn't mind it, there was nothing wrong with the rules. If you did mind having to tell people they couldn't get a jock strap of Mage Armor for tons cheaper than Bracers of Armor +4, or boots of Expeditious retreat instead of Boots of Speed, then they were problematic. The rules were a...
  10. J

    Querying DDI Compendium externally

    Get an html sniffer and see what queries the page sends when you do searches. Be prepared for cookie problems with the login. And if you release the designer to the public, be prepared for WotC's lawyers to jump all over you for copywrite infringement and possibly hacking. WotC has an encounter...
  11. J

    Wizard + Dungeon Door = Invincible Wizard?

    Skirmishers will help too. Many of them have ways to shift multiple squares or alternative movement that can take them past the party's front lines.
  12. J

    Sword Mage vs Rogue vs everybody else...(min-maxing and stacking damage questions)

    He should probably also have the feat that increases sneak attack damage to d8's by now, upping his average to 20.5.
  13. J

    Help with Grab and Immobilize please

    Why doesn't Sleep do hit point damage, if everything is to be represented by hit point damage? Yes, you could say "ok, you try to grab him and do 6 damage, but that's not enough to put him at 0 so you fail to restrain him. But at that point you're a) being a jerk and b) stifling player...
  14. J

    D&D 4E Discussing Movement in 4e

    D&D is a simulation game usually played on a battlemat approximately 3' x 4' wide. Six squares is plenty of movement to allow for tactical combat and yet still small enough that you can confine battles to a single mat the majority of the time. Previous editions also had speed issues, though 4th...
  15. J

    Dazzed until grabbed?

    Tawn, here we go again. 1) You aren't allocated actions at the start of your turn. That's a fiction dreamed up by people who want daze to last even after it's gone. 2) You can't be refunded actions because you nevr lost them. You were unable to use them, exactly as the dazed condition states...
  16. J

    Help with Grab and Immobilize please

    I'll see your page 42 = all is hit points and raise you PHB page 277. If everything was meant to be equated to hit points, conditions wouldn't exist.
  17. J

    Sword Mage vs Rogue vs everybody else...(min-maxing and stacking damage questions)

    His sword is probably +3 and he only has one of the feats.
  18. J

    Slow and Teleport

    Climb (and fly, swim, etc.) are speeds. They are affected by slow.
  19. J

    Slow and Teleport

    A monster's walk and teleport speeds being the same doesn't tie them together any more than their fly and walk speeds mean being the same mean they use their legs to stay in the air. It has to specifically tie them together or they're seperate and the teleport is unaffected by being slowed.
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