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  1. Hypersmurf

    Anyone ever play or DM a game with this style? How did it work out?

    No campaign, but I've run a couple of one-shots. One was designed that way - the game was an urban heist caper, where every PC was a 7th level Gestalt Rogue. Sort of an Ocean's Eleven-style D&D game. The other was a smaller game, and it wasn't intended to be a miniature Thieves' Guild - it...
  2. Hypersmurf

    "Stunting" with Powers

    My favourite Power Stunt from the Slight Detour game is when barsoomcore used Split the Tree to split a tree. For everyone who isn't LostSoul - a pair of velociraptors were coming for the ranger in the jungle. He had the Split the Tree Daily Power - make a ranged attack against two targets...
  3. Hypersmurf

    Implements, Arcane and Divine

    Doesn't help. A paladin doesn't get to use a holy symbol for just any divine power. "A paladin wearing or holding a magic holy symbol can add its enhancement bonus to the attack rolls and damage rolls of paladin powers, as well as paladin paragon path powers, that have the implement keyword."...
  4. Hypersmurf

    critical hits and auto-hit adjacent targets?

    How do you determine you scored a hit on a target you didn't even attack? Answer - you didn't. He takes damage from the hit anyway. You first detemine if the hit is a critical hit. If the hit is a critical hit, the critical hit deals maximum damage. You don't score a critical hit on a...
  5. Hypersmurf

    Effects - do they require a successful hit to work?

    No, because the description of the Effect entry on PHB p59 specifically states "Many powers produce effects that take place regardless of whether your attack roll succeeds, and other powers have effects that occur without an attack roll being required." Right. Close and Area powers happen...
  6. Hypersmurf

    critical hits and auto-hit adjacent targets?

    They're not attacked, but they take damage from the Hit. The critical hit does not maximise "damage dealt to the target"; what's maximised is the damage dealt by the critical hit. You made an attack; the attack deals damage to the target you attacked and also to creatures you did not attack...
  7. Hypersmurf

    Implements, Arcane and Divine

    RIght - the Arcane Initiate feat specifies that the character can use wizard implements with wizard powers, while Half-Elf Dilettante does not. -Hyp.
  8. Hypersmurf

    Way to grant longsword "off-hand" property

    If he's wielding a one-handed weapon in his main hand, it's a one-handed weapon. No issue. If he's wielding a one-handed weapon in his off hand, however, he wields it as though it were an off-hand weapon. If he were wielding an off-hand weapon, he'd get the bonus; the weapon he has in his off...
  9. Hypersmurf

    critical hits and auto-hit adjacent targets?

    Hmm. Let's say a Warlord crits with Furious Smash. It deals a fixed damage (Str mod), so anything that adds to damage rolls won't apply... but the magic weapon doesn't add to damage rolls, it adds to an attack that deals damage. Accordingly, a crit with a +1 weapon and Furious Smash should...
  10. Hypersmurf

    critical hits and auto-hit adjacent targets?

    Another couple above (post edited). -Hyp.
  11. Hypersmurf

    critical hits and auto-hit adjacent targets?

    Check out Holy Spark (Cleric 15) for a lovely example. On Pain Of Death (Paladin 1) is another example; Hellish Rebuke (Warlock 1); Flying Foe (Rogue 19); Blood Pulse (Blood Mage 11). Two-Weapon Eviscerate (Ranger 17) I'm not sure about. Is the extra 1d10 maxed if both attacks hit and one...
  12. Hypersmurf

    Wizard Sleep CSR Ruling

    Gentlemen... -Hyp. (Moderator)
  13. Hypersmurf

    critical hits and auto-hit adjacent targets?

    Looks to me like both the 3d6 and the 1d6 are maximised; they're both damage rolls in the 'Hit' entry of the attack that rolled a Natural 20. If it was Hit: 3d6 to target; Effect: 1d6 to adjacent enemies, I'd agree that the 1d6 isn't maximised. But the 1d6 in Fiery Bolt is damage from the hit...
  14. Hypersmurf

    Movement question, some opinions.

    Certain types of movement carry restrictions - a push can only be away from you, a pull can only be towards you, and a charge must be directly towards the nearest square from which you can attack the target. The Walk action does not carry a restriction on the direction you can move - you can...
  15. Hypersmurf

    Wizards and multiclass feats

    Both. The 2 utility or 2 daily (or 3 daily, with Expanded Spellbook) spells you learn at a particular level are effectively a 'set'; you're swapping your Wizard Utility 2 (which is the set 'Shield and Expeditious Retreat', say) for a Warlock Utility 2. -Hyp.
  16. Hypersmurf

    Nerfing the Archer Ranger a little

    Proficiency in axes is a benefit of the DWT feat. -Hyp.
  17. Hypersmurf

    Baldric of Tactical Positioning (AV)

    In which case, why are we considering expanding that point of view to include all of the user's allies as well? -Hyp.
  18. Hypersmurf

    Wizard Sleep CSR Ruling

    Doesn't look like anything prevents it... -Hyp.
  19. Hypersmurf

    RAW double jump

    Is there a Warlord in the party? On the Eladrin's turn, he Readies a Fey Step for when the destination is within range. On the Warlock's turn, the Warlock uses Knight's Move to grant the Eladrin a Move action. The Eladrin jumps, and when he's at the peak of his vertical jump, the Readied...
  20. Hypersmurf

    Effects - do they require a successful hit to work?

    Do you have an example? -Hyp.
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