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    Kalamar - first published 4e setting?!?

    Looking at the preview, it strikes me as pretty ballsy to mention eladrin, tieflings, and dragonborn as being part of the setting. I would have thought eladrin and tieflings at least would be trademarked, seeing as how they were introduced all the way back in Planescape days.
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    Reviewing the Artificer

    Firstly, the cleric does heal a little better than the other two classes, by and large. They have the healing lore class feature, and access to more healing powers in general. Secondly, you can't reduce the other leaders' base healing abilities below a certain level and still have them remain...
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    Reviewing the Artificer

    It matches just fine. Artificers infuse objects with magic. They did that in 3.5, they're doing it now in 4E. With magic being magic, there doesn't seem to be any compelling reason why they shouldn't be able to infuse things at range. This is kind of a funny objection, since wand-waving is...
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    Reviewing the Artificer

    Unconscious doesn't mean "in a coma." Unconscious people can be roused, and the Warlord is commanding enough to do it with the power of his voice. I don't see why not. These seem like arbitrary declarations.
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    Dragon 365 - Artificer

    Something else to consider...we've been discussing this as if this pretest build is a complete, stand-alone build, but we don't really know if that's the ultimate intent...it could instead be a hybrid of what will eventually be two separate builds. In other words, the final version might...
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    Dragon 365 - Artificer

    If you really find Artificer's item swapping to be a difficulty, just give them a rote for swapping items, similar to the mage hand cantrip.
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    Dragon 365 - Artificer

    You don't have to use a crossbow. The powers work fine with a sling or thrown weapon. It even says that thrown weapons used with an artificer's powers return automatically as if they were magic. If you want to use a crossbow and don't want to be swapping out items, I'd avoid selecting powers...
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    Origins - Swordmage is full of win

    Meh. The Swordmage's mark does sound better than those of the other defenders. But Warlock's Curse is also better than Hunter's Quarry, and that hasn't made the Warlock broken. No sense in worrying before we everything in context.
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    Off-hand weapons. Meaningless?

    A Ranger's Two-Weapon Fighting Style and the Off-Hand property of weapons are examples of exceptions that prove the rule. By telling you explicitly what you can do, they also make it abundantly clear what you can't do. Reasonable people understand this, especially in an exception-based system.
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    Sure Strike & Power Attack

    You can with the Heavy Blade Opportunity feat, like kerbarian said.
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    D&D 4e Rules Compendium in online!

    If it was called the Rules Compendium, that would be dumb. But it isn't called the Rules Compendium.
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    D&D 4e Rules Compendium in online!

    A search for the letter "e" appears to find pretty much everything...
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    D&D 4e Rules Compendium in online!

    Second Wind doesn't fall under any of the available tabs. There's no "General Rules" tab.
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    WotC has become a joke

    "Dissent."
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    Dragonshield Tactics ( again, I know)

    Where does it say you can't?
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    Ray of Frost and Cloud of Daggers; Red Headed Stepchildren of Wizard At-Wills?

    There are some feats that require it. IIRC Astral Fire, Arcane Reach, and possibly some others.
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    Cleric powers' "ally can spend a healing surge"

    It does say that. Right after it says "You can renew the item's power by taking a standard action...spending a healing surge in the process," it says "Spending a healing surge in this way doesn't restore hit points." It's very clear.
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    Cleric powers' "ally can spend a healing surge"

    Healing Word has nothing to do with Second Wind. It's a way to let others spend a healing surge to heal themselves in combat without taking a Second Wind, which is normally impossible. Because using Healing Word on someone does not count as them using a Second Wind, that means: a) The target...
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    Epic Destinies... Really? That's all of 'em?

    Yes, they're definitely in there. You probably didn't notice them because there's no art associated with them, which is unfortunate.
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    Feat Types

    And about a third of those are "+2 to two skills" feats, right? Combine that with the item metamagic feats that have been consolidated into a single ritual in 4E, and count the metamagic feats entirely as combat feats because that's what they are, and I don't think there's really much...
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