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  1. M

    What is considered a Hit?

    Shoot him, then grab his baseball bat.
  2. M

    Improved Initiative is objectively better than Danger Sense

    The other thing to consider is Danger Sense and Quickdraw as a combination.
  3. M

    Twin Strike question

    a) I think you do roll twice but can't put my finger on the exact rule reference b) the drawback of a single attack roll would be that it would reduce the chance of applying quarry damage. Normally if you have a 50% chance of hitting your target as a ranger with Twin Strike you have 75% chance...
  4. M

    divine power and domain powers

    Or retrain your at-will when you advance a level.
  5. M

    Ranger Balance

    Boosting the range is a bit of a waste. Twin Strike is one of the best at-wills in the game without a question. That doesn't necessarily mean that it needs to be nerfed. don't worry too much about what he's doing to minions. If the striker is consistantly hitting minions then he's not doing...
  6. M

    Broken Ranger with Barbarian MC

    In my experience if a character wants to get combat advantage they basically can. It's especially true for an artful dodger rogue who doesn't generally worry about attacks of opportunity. It does mean that they can become exposed and ganged up on but the same is true for the barbarian/ranger...
  7. M

    Ranger's Twin Strike ...

    Comparing the Archer Build versus the other builds for features a lot of it depends on how you play it. pros of Archer Build -> Battlefield Archer paragon path, I think it's still the best paragon path option for an archer ranger. -> if you move up into melee range to provide flanking or take...
  8. M

    Broken Ranger with Barbarian MC

    by my rough calculations an archer ranger will average more damage than the ranger/barbarian above 1d12+4d8+16 for the barbarain to an average of 40.5 damage on a hit archer ranger (assuming great bow) with twin strike d12 + 3d8 + 7 (assume +3 weapon, weapon focus (bow), and bracers of archery)...
  9. M

    D&D 4E Do full attacks have no place in 4e?

    If you intend to teleport around every chance you get you should have a pretty good idea of where you want to go next. there's a lot more movement in 4th ed because the tanks aren't stuck in 1 spot all the time, forced movement affects etc. Rubbish. Full attack was the basic approach for any...
  10. M

    Intimidate in combat: viable?

    There are (iirc) several items that add to intimidate that use different bonus types so they stack
  11. M

    Holy cow my party has 3 strikers in it

    There seem to be a couple of different questions here a) How do different approaches stack up? Are you better attempting to take individual targets down as quickly as possible? Is the additional buffing and healing of leaders worth slowing the damage output? Are the abilities that Defenders...
  12. M

    Metallic Dragons: Unaligned!?

    iirc Halflings (and dwarves and gnomes) had move 30 in 1st and 2nd ed. So if that's a fluff change for 4th ed it's a fluff change in 3rd as well. (and I'd consider the removal of level restrictions in 3rd ed and multiclassing changes to be the mother of all fluff changes in the campaign worlds)
  13. M

    Metallic Dragons: Unaligned!?

    All drow are outcast drow fighting against their evil society.
  14. M

    Artificer magic item replenishment

    I believe that daily items can only be used 1/day is to cover the case where 1 item has 2 possible daily powers. So if power A is used power B cannot be used. I'd consider it a bizarre ruling to say that a recharged item cannot be used by the character who used it before.
  15. M

    (Elf) Ranger Paragon Paths

    Defensive Mobility actually isn't a bad option. It gives a bonus to AC against All opportunity attacks that you are exposed to and that can be very nice (especially if you go into hth range to try and get the fighter to hit enemies that attack you). Certainly combined with Battlefield Archer...
  16. M

    Help Build a Party

    Dunno, they still aren't bad without it. Especially with Second Wind as a minor action. With the PHB 2 races available there might be better options (the only one that sprang to mind of the PHB1 races was Dragonborn) but Dwarven fighters aren't bad.
  17. M

    It's official...

    Rogues have a fair few (largely forced movement with a couple of others - Blinding Barrage and Knockout being the main ones), I don't recall Rangers having all that many status effects.
  18. M

    What monsters really know?

    iykwimaityd
  19. M

    Errors from previous editions which got repeated.

    Most of the classes already can use other attributes than strength to attack with their powers (with the right selections of powers) playing in an unarmoured campaign can be done reasonably well by reskinning light armours as clothing for most classes. Heavy armour could be described as light...
  20. M

    Advice on using GURPs to replace 4E?

    I've never had that much to do with GURPS (I think I own one editions rulebook and have a couple of supplements) but my impression is that it's generally been better at the gritty end of combat than the 4th ed D&D end so I'm not sure that it's a great fit for replacing 4th ed.
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