Search results

  1. ShinRyuuBR

    Brakes Off - Multiclassing

    Good question, that would be answered by the later part of the house rule, where I put skill or proficiency prerequisites to the initate feats, instead of giving free skills. I'd post it here right away if not for the fact it's not in English yet. ;)
  2. ShinRyuuBR

    Brakes Off - Multiclassing

    I've done about the same thing a couple of months ago. The thread must be buried somewhere around here. First, I made a feat called simply Power Swap, which has the MC initation feat as prerequisite. With this feat, you can trade powers up to half of each category (at-will attack, encounter...
  3. ShinRyuuBR

    Gelatinous Cube Goodness

    Well noticed, I forgot that being dazed does not allow you to flank.
  4. ShinRyuuBR

    Gelatinous Cube Goodness

    Oh yeah, attacking inside itself could be like a burp or something... :D
  5. ShinRyuuBR

    Gelatinous Cube Goodness

    I consider a requirement to be adjacent to include occupying the same space, unless the nature of the power in all good sense requires otherwise. Since the idea of DC is for the paladin not run away, I think it stands. BTW, you CAN attack in your own space, and wierd as the cube is, I wouldn't...
  6. ShinRyuuBR

    Unbalanced striker extra damage?

    I'm sorry, when you said CA (Combat Advantage) I read AC (Armor Class). Anyway, as I said, what you lose is flanking, feinting and attacking prone targets (well, you don't lose it, but it's penalized). You still have dazing, stunning, blinding, winning initiative and other options. The rogue...
  7. ShinRyuuBR

    Unbalanced striker extra damage?

    Remarkably difficult? The difference is often just 2 or 3 points. Limit mobility? Sling and hand crossbow have a range of 10/20, which doesn't stand much behind warlock ranges. You can't flank or feint, and attacking prone gets a penalty, alright... but everything else works as well as melee...
  8. ShinRyuuBR

    Unbalanced striker extra damage?

    Rogues can have multiple combat advantages. Rangers can only have one prey, but they can change it anytime with but a minor action. So I strongly disagree to that point. Also, Paragon features only come to the game at 11st. level. At lower levels, it still seems broken. Except that they...
  9. ShinRyuuBR

    Unbalanced striker extra damage?

    Let's see... Rogues can do +2d6 damage (easily +2d8 instead) once per round, against a target that is granting combat advantage, which is a fairly easy condition to be even at 1st level (target is prone, dazed, stunned, blinded or just didn't see you). Rangers can designate an enemy, one at a...
  10. ShinRyuuBR

    Combat takes too long

    I was under the impression that what the designers said was that combat is faster as in you do more in less time, not as in the encounter takes less real time. Anyway, if combat is taking too long for you, you can always try using more minions instead of normal enemies. Or putting several...
  11. ShinRyuuBR

    Hand Crossbow vs. Sling

    Those are very good points... except the game doesn't account for any of them. Only DM' discretion can put such favor on the crossbow's side of the balance... which is kind of stupid of the game, really. Unless it's there and I haven't seen it.
  12. ShinRyuuBR

    Hand Crossbow vs. Sling

    Really? Please name one.
  13. ShinRyuuBR

    Variant: Multiclassing

    I like the concept of an universal skeleton of level benefits for all classes. I also like the concept of taking feats to borrow class features and powers instead of level-by-level multiclassing. What I, and several people I've discussed the matter with, do not like in 4e, is the actual...
  14. ShinRyuuBR

    Hand Crossbow vs. Sling

    Point noted... But I still don't think it's worth it. First of all, the game suggests not to track load unless it seems very significant. Also, I don't think more than 40 units would be necessary per adventure, so it would be just 2 extra pounds. Maybe 3 if you want to be even more prepared (60...
  15. ShinRyuuBR

    Hand Crossbow vs. Sling

    I must be missing something, this is just too wierd. Why the heck would someone get a hand crossbow, when the sling has exactly all the same stats and is much cheaper? They both are simple one-handed ranged weapons, +2 to hit, 1d6 damage, 10/20 range and load free. The hand crossbow costs...
  16. ShinRyuuBR

    Missiles in melee combat

    I think the reason why rangers and warlocks get Prime Shot is exactly as an inverted Precise Shot: if you are closest to the target than any ally, you get a +1 to hit, instead of getting a penalty if there is a closer ally.
  17. ShinRyuuBR

    Core Handbook Errors Discussion

    Why is a fighter attack 1 equal to an attack 3, plus extras? Steel Serpent Strike - Encounter Fighter Attack 1 Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn...
  18. ShinRyuuBR

    Blast, Burst and Close

    This is why I've said it should be called "Ranged Burst" and "Close Burst" instead of "Area Burst" and "Close Burst", in this thread: http://www.enworld.org/showthread.php?t=227160 It's just not intuitive. Just to be clear, a burst can originate either at range or at yourself (Area Burst and...
  19. ShinRyuuBR

    Yet another look at KotSF/4th Ed.

    Well, that's taste... Anyway, a crossbow would be vs. AC, Magic Missile is vs. Reflex, which usually means a higher hit rate. Plus it's probably good against insubstancial creatures, because it's force damage. I can see how the "no damage on miss" rule for minions can spoil this. Aside from...
  20. ShinRyuuBR

    Attack range terminology

    Actually, :area: tells you it is either a burst or a wall. Blast is only :close:. Well, I suppose that would be a small convenience, if that's what you're looking for.
Top