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  1. Gruns

    Why be an archer ranger?

    No reason other than PPs. And flavor... Back to the original point, unless you want to pursue the Battlefield Archer or a Beast Stalker Paragon Paths (or any future Paragon Paths that require the Archer Fighting Style) there really is no reason to take the Archer Fighting Style build. Even if...
  2. Gruns

    Adventurer's Vault masterwork armours

    Umm.. No... No, actually. In 4E, characters are generally allowed to simply purchase any magic item they can afford, up to their level. Items beyond the PC's level must be found as loot. (PHB 223, DMG125) Masterwok Armors also MUST be found as loot. (PHB212) This makes them much different...
  3. Gruns

    Adventurer's Vault masterwork armours

    Because the DM says so? Because the DM says so? In my campaign you can't buy masterwork armor. You can find them as loot or perhaps go on quests to have them specially made or whatever. But they are definitely not the norm. Later! Gruns
  4. Gruns

    I think we're done with 4E

    Roleplaying takes too long, too. Yeah, my group also decided that all the dicerolling got in the way of the game, too. The solution that I found to work best was this: we just started our characters at level 30, and each player got to give a 2 minute explanation of how they fulfilled their epic...
  5. Gruns

    Does everyone take Superior Weapon Proficiencies?

    Plus... Not to mention that Toughness always adds at least 1 to your Healing Surge value, sometimes 2. This is what I feel is what makes Toughness so good. Those extra Hit Points add up fast. It's a lot more to get excited about then the initial "it's just 5 Hit Points per tier" effect. Later...
  6. Gruns

    D&D 3.x 4E vs 3E... what are the main changes?

    Not here. No, no, no... As someone who has DM'd pretty much exclusively since 2E, I can say with conviction that 4E is by far the easiest edition to prepare and write adventures for. This is exponentially more true for newer DMs. In previous editions, I had enough experience to know what was a...
  7. Gruns

    Teleportation as forced movement: off a cliff?

    And when do they fall? Ok, let's say your Eladrin PC does indeed get teleported over a cliff. When does he actually fall? Immediately after the teleport effect resolves? On the Eladrin's turn? At the beginning of the Eladrin's turn? Basically, is there any time for the Eladrin to teleport back...
  8. Gruns

    A question of Perception...

    Hmm... I was sure there was a mistake in the interpretation somewhere, but lo and behold, the text on pg 37 of the DMG says exactly what the OP says it says. I have to concur that DC25 for a party not trying to be stealthy is pretty ridiculous as a base, especially considering the second line...
  9. Gruns

    Keep on Shadowfell - 3 players

    KotS with 3 PCs Like yourself and Zsig, I DM'd a group of 3 through KotS with a group makeup of Defender(Dragonborn Paladin), Striker(Halfling Rogue) and Leader(Eladrin Taclord). I also ran the group through Kobold Hall first, which gave them a few extra XPs. The thing is, for KotS, I didn't...
  10. Gruns

    Another look at skills - What if I *want* a simple series of skill checks?

    Hmm... "Everything's better... with pirates..."
  11. Gruns

    Solving the minion problem: Waves!

    Wait... There's a problem with minions?! I'm glad no one told our group this startling news. I DM for group of three: Dragonborn Paladin, Eladrin TacLord, Halfling Rogue. The Dragonborn has his breath weapon(Encounter), which seems to miss way more often than 50% of the time. The Rogue has...
  12. Gruns

    Action Point Actions?

    Well, mostly... Starglim was mostly right, but maybe not very clear with answer 1. You simply gain an extra Standard action. This is usually going to be an attack, but if you want you can downgrade it to a Move action or even a Minor if you feel so inclined. So the simple answer is "anything...
  13. Gruns

    Unarmed Rogue AV & MP (Look its a monk!)

    Hmm... Umm.. Of course it does. At least as far as anything that cares about whether or not your are attacking with a club is concerned... Otherwise, what is the point of saying it? If Belt of the Brawler wanted you to simply deal 1d6 damage with +2 proficiency with unarmed attacks, they'd...
  14. Gruns

    Is tactical Warlord really blowful?

    Best choice? I know you said Clerics don't interest you, but if your partner is basically ANY melee class, your best choice for leader by far is a Battle Cleric. Rogue, melee Ranger or even 2Hand Fighter fit nicely. The reason, of course, is Righteous Brand. No other class has anything that can...
  15. Gruns

    Unarmed Rogue AV & MP (Look its a monk!)

    Handwraps! Just make up a generic item and fix that! Ki Handwraps Lvl 1 +1 360gp Lvl 2 +2 520gp Lvl 3 +3 etc etc etc up to +6 Item Slot: Hands Property: Add this item's Enhancement Bonus to Unarmed Attack rolls and Damage rolls. Critical: 1d6 per plus. And then you can spice it up a bit...
  16. Gruns

    Halfling Staff Wizard . . . impossible?

    Or if used two handed, it's 1d8 damage. And still no Proficiency Bonus, which isn't really TOO bad if you think about it. This is the same as a Quarterstaff for a Medium Sized PC, but you're just missing out on +2 to attack, but really, how often is your Wizard meleeing? Later! Gruns
  17. Gruns

    Wand of Accuracy question

    Something new... I just found something to try to nudge the fence sitters in the direction of "You can use the Wand power AFTER the attack roll". In the PHB pg 208 in the Multiclass Feat section, Student of the Sword mentions the use of the weapon talent. It specifially mentions that the +1...
  18. Gruns

    Melee Ranger At-Wills?

    Revert tol the old way... Just make it +4 like it was in playtesting. Mathematically I think it becomes better than Twin Strike, but it's nowhere near as cool, so you'll be Twin Striking all day anyway. Gruns
  19. Gruns

    All monsters equal? Goblin Warrior vs Kobold Skirmisher.

    It's actually worse... Actually, the Zombie Rotter is a level 3 minion, which is even worse. I'm not sure it'd be a fair fight even if the Zombie dealt 6 damage... Sad. Gruns
  20. Gruns

    Boots of Spider Climbing

    What? Hmm... I don't see why you think being able to climb twice as fast counts as enhancing one's climbing ability? Say Joe Wizard wanted to climb 10 squares. Without the boots, that's 4 Climb checks. With the boots, it's 2 Climb checks, which can leave you at your desired destination in a...
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