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  1. M

    Too many action types in action economy

    Tony: As someone who abuses this rule mercilessly...yeah, it is. It provides an "easy mode" to many tactical challenges, and if a monster delays to counter it, they're basicially giving up their standard action too. Plus, the problems that it's intended to solve? In 4e, they're mostly solved...
  2. M

    Too many action types in action economy

    I think his point is that when tracking what you have/can use, things get hairy. They do, with arbitrary limit powers (healing word), daily numerical limit powers (lay on hands), secondary resource powers (channel div), 1/round modifiers, 1/turn oas and extra damage, etc. Once you get enough...
  3. M

    Inquisitors should have been the name for Avengers

    I concur; Avengers are more holy warriors, temple guardians, executioners and ninjas. Paladins are "knights of the faith". Avengers don't pretend to knighthood; they're more "ruthless warriors of the faith". That said, there are perfectly good Avenger ranged builds--generally built around...
  4. M

    Too many action types in action economy

    Actually, I think the thing that really needs fixing are durations. There should only be three...no, four durations: 1. Save Ends. 2. End of Encounter [the same as "next rest" 3. End of target's next turn [and I'd add "or save-ends if that happens first"] 4. Next Extended Rest. As it is, we...
  5. M

    New game new character, bit o' help?

    You don't want Holy and Valiant -- those are Strength powers! While you can make a Str/Chr paladin reasonably well now (particularly using the Essentials Paladin powers, which usually use Str for attack and Chr for riders), the classic Chr paladin is Chr/Wis, and ignores Str. What you want are...
  6. M

    Intelligent reflexes?

    I think Wisdom makes more sense (and so does Int for willpower, really), but you'd still basically have to make an exception for Intelligence-based traditional light armor wearers like Wizards even if you redesigned the system ground-up. It's far from a simple change.
  7. M

    Whats considered to be an implement?

    Yep. If he wants to do (a bit) more damage with MM, he needs to start popping whetstones. (and/or get an Artificer to enhance his weapon with one of the sigils that affects damage, rather than damage rolls). Frankly, I've never been that impressed with MM optimization--it's just not that...
  8. M

    Dragon 405 & Dungeon 196 ToC Are Up

    I think they're levelled racial utilities, not alternative racial powers. So they're not competing with CoD.
  9. M

    Dragon 404 - Character Themes - Samurai and Yakuza

    The samurai looks like a great match with an Avenger, too. Quick movement at the beginning of a battle, plus a fantastic critopt power at level 1. Makes me really conflicted about flavor for LFR, although I believe you can explicitly use it for someone -like- a samurai who doesn't hale from...
  10. M

    Ray of Frost or Magic Missile?

    Have to join the chorus -- can I have a third option? Even with PHB, the order of Wizard at wills was something like: Thunderwave (if you have a wis bonus > 11; more if your wis is higher) Scorching Burst (only at will area burst; must take) Cloud of Daggers if high wis (highest damage at will...
  11. M

    13th Level Brawny Rogue -- which Encounter Power to lose?

    Fair enough -- I was trying to acknowledge that you were clearly trying to give extra info on the game and the setup as it plays, but some things did keep coming back to "but this is how I've been playing so far." Likewise; sorry if I seemed argumentitive; just trying to give useful advice...
  12. M

    13th Level Brawny Rogue -- which Encounter Power to lose?

    Sagiro, are you really looking for advice here, or for validation? It seems to me that you're underplaying Low Slash (which should either serve as a powerful control ability on a melee enemy (not flanking) -- or an attack that is pretty likely to shorten the enemy's life by one turn (flanking)...
  13. M

    Move and then charge, or *only* charge in a round?

    Except counting free actions--and Unless, obviously, you Action Point.
  14. M

    Monk Basics is up!

    The unarmed strike feat isn't -quite- a feat tax, as it lets you flurry with OAs, which could be quite potent in some games. The rogue feat is totally a feat tax, though, and should include something nifty to make it less of one (it's basically only useful for rogues multiclassing or hybriding...
  15. M

    What are some good monk hybrids for a Kara Tur kung fu game?

    Actually, there's a watcher shaman build that's Dex secondary -- with four encounter powards available that key off of Dex, and no secondary attached to any class features.
  16. M

    A Critical Hit With Prismatic Beams...

    Ok, so what about Prismatic Strike (Artificer e23)? Personally, I think Hit * Critical = Critical Hit, so if the power explicitly says that the target can be hit multiple times from a single attack roll, then a critical can turn into multiple critical hits. Mind, the wording on Prismatic...
  17. M

    Rules, Rules, Rules (Legends & Lore)

    Gizella: I have to disagree about the primary ability of acrobatics. The primary ability is to stunt--Acrobatics and Athletics are by far the primary stunt skills, letting you make up and pull off death defying feats in and out of combat. But while I'm fine with things as they are, I have to...
  18. M

    Rules, Rules, Rules (Legends & Lore)

    Hmm. A neat hack here would be to say that trained skills go up normally, but untrained ones don't. Then for skill difficulty targets, keep easy targets at the level 1 difficulty, and average moderate difficulties such that they're halfway between their level 1 difficulty and the at-level...
  19. M

    What are some good monk hybrids for a Kara Tur kung fu game?

    Ok, the first thing to look at re monk hybrids is what you lose and what you can get back: Basically, the only thing you -keep- is the access to monk powers (good!) and your choice of flurry. What you lose is unarmed combatant (losable; most monks don't fight unarmed anyway), extra path...
  20. M

    Essentials classes and older stuff

    I think it's all fine...except charging. The game over-supports charging--to the point where a high level -wizard- build for charging might do more damage than a mostly optimized same level striker who isn't. Not to mention, you know, classes that actually are suited for charging all the time...
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