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  1. M

    The Invisible Railroad

    http://www.wizards.com/DnD/Article.aspx?x=dnd/4dmxp/20110922 Not a horrible article, as presented. The "railroad", not as a chain to attach the players to, but a way for the GM to keep track of events in the game, potentially including multiple hooks into the same event if needed, as it makes...
  2. M

    Mordenkainens Weapon Emporium ??

    Other quick takeaways (given that I'm a dumbass and left the book at home): The new Ioun stones are a pretty cool Bracers alternative. +5 item bonus to all [Stat] Skill rolls and a +5 Item bonus to damage rolls with [Stat] attacks is a really useful option for high paragon and epic characters...
  3. M

    Time for an all-pixie campaign

    GMfP: Twisted Mind. Not quite at will, but close enough (and provides a debuff on the OA, which is strong). And, of course, you can take melee training (con). A few points of missing damage aren't that big a deal compared to not having an OA. Or hybrid Warlock and take Eldritch Strike...
  4. M

    Time for an all-pixie campaign

    Called it. (ok, we don't know their speed yet, but 6 is a good one to guess and they're Altitude limit: 1 according to today's Rule of Three).
  5. M

    D&D 4E Poll for 4e DMs: Alignment System

    Oh, yes, absolutely. It's quite clear that players misinterpreting Chaos (and usually not Law -- Lawful Evil was actually an amazingly cool alignment; a good way to make uncomfortable allies and interesting villains, though players sometimes felt compelled to play asshat paladins) was Wizards'...
  6. M

    D&D 4E Poll for 4e DMs: Alignment System

    I didn't answer the poll, because while I've run a fair amount of 4e, all of it has been LFR, where I didn't have the option to change/drop the alignment system. That said: 1. I think it was a mistake to use a simplified alignment structure. If anything, adding "unaligned" into the 9-fold...
  7. M

    Armor and Extended Rest

    Agreed, but this belies your earlier comment about it being about fairness. It's not about fairness (except that monsters, all things being equal, have better initiative checks than most non-striker PCs). It's about interest and variety, as well as overall lethality. Sure. I do too, but...
  8. M

    Armor and Extended Rest

    Sure, but the PCs can play the same tricks; the monsters going at fewer individual initiatives tends to make both PC and NPC tactics a little simpler. I tend to roll initiative for a bunch of identical monsters at the same time; I tried separating them for a while, but it's a lot less work to...
  9. M

    Armor and Extended Rest

    Actually, assuming she was (as I thought you implied) 2nd level, she could have handled it with the right utility. Wizards aren't tanks, but they can do temporary strikery tanking impressively if they're kitted out for it. My favorite power for defense after the "I'm going to waltz out in...
  10. M

    Armor and Extended Rest

    You're the GM -- it's not hard to make a zone that you rule doesn't allow powers with certain keywords to function within it. (it helps that you can restrict your creations to the actual PCs in the game and not worry about things that aren't around). Incidentally, technically cloth armor isn't...
  11. M

    Armor and Extended Rest

    Indeed--the two big unmentioned feat tax/oops classes are the Swarm Druid and the con Shaman. The shaman has basically two choices: Cowardice (try to stay out of combat, lout of LoS of enemies, etc) or heavy armor proficiency. The swarm druid has no options at mid levels that preserve her...
  12. M

    Paladin/Cleric help

    Warlord is always a great choice. Runepriests are pretty interesting, but they're also hella complicated for you and for your party (constantly shifting bonuses), so there are some minuses there. Clerics are fine too. That said, why do you want not to have a dump stat? Is this a RP thing or...
  13. M

    Maximizing attack bonus

    All good advice, but IMEX, the biggest accuracy boost you can get as a sorcerer is multi-attacking all the time. Take the sorcerer burst 1 within 10 at will and the draconic close blast, and try to make sure you're nearly always attacking at least two enemies. Sure, it only does d4 damage and...
  14. M

    Healing Surge Damage

    Er, what? I don't get where you take the LFR thing here -- most LFR adventures are "Erest and you lose" mods, and I've never seen one where you could rest whenever you wanted to.
  15. M

    Do we need a Leader?

    Sure, but it's still a 10% buff to damage. If it comes for free (as an attack rider), that's still pretty solid. But the big money is on the -big- buffs to hit/damage, and, of course, on extra attacks. Tactical Warlords are throwing out up to a +5 to hit on most combats for most players at...
  16. M

    Weapliment Expertise?

    I think the Holy Avenger is probably fine, as it's a holy symbol. But most other divine weapliments just say you can use them as an implement.
  17. M

    Weapliment Expertise?

    It's more that there's a substantial game-supported archetype (divine caster who uses weapons that can be used as implements) that isn't supported by -any- of the in-playtest feats. I actually wrote up a long letter (which took far too long to compile) going through all the mixed...
  18. M

    The Awesomeness that is Hypnotism

    @DracoSuave: No question, Beguiling Strands is awesome. It's Hynotism that is quite situational (even with a 90% chance to hit, that means you're 10% down in accuracy from an attack that only never needs to hit once! No quesiton that the right monster can be devistating, though, as monsters...
  19. M

    The Awesomeness that is Hypnotism

    Sure, but Hypnotism is still a mechanically terrible power without abusing it in some way (this one will do, though obviously the most awesome way to abuse hypnotism is invisibility+stealth+hypnotism to get the monsters fighting among themselves). In the end, you're still making an implement...
  20. M

    The Awesomeness that is Hypnotism

    I don't have a problem with it. First, powers like Hypnotism are inherently unoptimized. Functionally, you're making two attack rolls that both have to hit to make a single damage roll--not worthwhile unless you're using hijinks. This is hijinks, but I don't know that it actually balances out...
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