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D&D Older Editions, OSR, & D&D Variants
4e "Bugfixes"
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<blockquote data-quote="Alex319" data-source="post: 4472190" data-attributes="member: 45678"><p>This is a very useful thread. Here's some more things that could be added:</p><p></p><p><strong>Perceived Issue:</strong> High-level orb wizards can stun-lock a creature permanently.</p><p></p><p><strong>Resolution:</strong> Each time an elite monster fails a save against a particular effect, it gets a cumulative +2 bonus to its save against that effect. Solo monsters get a cumulative +4 bonus.</p><p></p><p>(This makes it so that elites and solos cannot be locked indefinitely. Allowing it against normal monsters is probably okay because it's only one monster out of several and the wizard can only do it at most once per encounter.)</p><p></p><p>***</p><p></p><p><strong>Perceived Issue:</strong> Rules are unclear about exactly when saves can be made against forced movement into dangerous terrain. Certain interpretations can lead to wall-type effects like Wall of Fire being extremely powerful since a target can be force-moved into and out of it several times during one action.</p><p></p><p><strong>Resolution:</strong> Any time a creature is force-moved into a square that it knows is dangerous, it can choose to attempt a save. If the save is successful, it falls prone in the square before the dangerous terrain and the forced movement is ended (exactly like the rules for being forced over cliffs).</p><p></p><p>***</p><p></p><p><strong>Perceived Issue:</strong> The Heavy Blade Opportunity/Twin Strike/Two-Weapon Flurry combo can give a player a "mini-Blade Cascade" with every AO.</p><p></p><p><strong>Resolution:</strong> Replace "make an attack with your off-hand weapon" in the description of Two-Weapon Flurry with "make an attack using only your off-hand weapon." This prevents the use of Twin Strike with Two-Weapon Flurry, and is probably more in the spirit of the power.</p><p></p><p>****</p><p></p><p> <strong>--- Adventurer's Vault ---</strong></p><p><strong></strong></p><p><strong>Perceived Issue:</strong> There are several items that gain power indefinitely (e.g. Meliorating Armor) as long as the user doesn't take an extended rest. These can be exploited by having one member of the party use many of these items and never take an extended rest, and continuously going on simply by allowing other players to give him healing from their stockpiles (IIRC, the Vault has items that let one player give healing surges to another player).</p><p></p><p><strong>Resolution:</strong> State that all members of a party must take an extended rest at the same time. A player may not choose not to take an extended rest with the rest of the party.</p><p></p><p>***</p><p></p><p><strong>Perceived Issue:</strong> Vehicle control rules can be exploited to gain unlimited speed by taking two vehicle control actions each turn (this can be done by trading your standard action for a move) as follows:</p><p>(Example: Speed 5)</p><p>Round 1: 2 drive actions (10 squares total)</p><p>Round 2: 1 stop action (10 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 15)</p><p>Round 3: 1 stop action (15 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 20)</p><p>Round 4: 1 stop action (20 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 25)</p><p>etc.</p><p></p><p><strong>Resolution:</strong></p><p><strong></strong>After "move the vehicle forward a number of spaces equal to the distance it moved in the previous round" (under the Stop action) add "or its speed, whichever is lower."</p><p>Additionally, add the following text to the Stop action: "You may not use the Stop action if the vehicle is motionless."</p></blockquote><p></p>
[QUOTE="Alex319, post: 4472190, member: 45678"] This is a very useful thread. Here's some more things that could be added: [B]Perceived Issue:[/B] High-level orb wizards can stun-lock a creature permanently. [B]Resolution:[/B] Each time an elite monster fails a save against a particular effect, it gets a cumulative +2 bonus to its save against that effect. Solo monsters get a cumulative +4 bonus. (This makes it so that elites and solos cannot be locked indefinitely. Allowing it against normal monsters is probably okay because it's only one monster out of several and the wizard can only do it at most once per encounter.) *** [B]Perceived Issue:[/B] Rules are unclear about exactly when saves can be made against forced movement into dangerous terrain. Certain interpretations can lead to wall-type effects like Wall of Fire being extremely powerful since a target can be force-moved into and out of it several times during one action. [B]Resolution:[/B] Any time a creature is force-moved into a square that it knows is dangerous, it can choose to attempt a save. If the save is successful, it falls prone in the square before the dangerous terrain and the forced movement is ended (exactly like the rules for being forced over cliffs). *** [B]Perceived Issue:[/B] The Heavy Blade Opportunity/Twin Strike/Two-Weapon Flurry combo can give a player a "mini-Blade Cascade" with every AO. [B]Resolution:[/B] Replace "make an attack with your off-hand weapon" in the description of Two-Weapon Flurry with "make an attack using only your off-hand weapon." This prevents the use of Twin Strike with Two-Weapon Flurry, and is probably more in the spirit of the power. **** [B]--- Adventurer's Vault --- Perceived Issue:[/B] There are several items that gain power indefinitely (e.g. Meliorating Armor) as long as the user doesn't take an extended rest. These can be exploited by having one member of the party use many of these items and never take an extended rest, and continuously going on simply by allowing other players to give him healing from their stockpiles (IIRC, the Vault has items that let one player give healing surges to another player). [B]Resolution:[/B] State that all members of a party must take an extended rest at the same time. A player may not choose not to take an extended rest with the rest of the party. *** [B]Perceived Issue:[/B] Vehicle control rules can be exploited to gain unlimited speed by taking two vehicle control actions each turn (this can be done by trading your standard action for a move) as follows: (Example: Speed 5) Round 1: 2 drive actions (10 squares total) Round 2: 1 stop action (10 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 15) Round 3: 1 stop action (15 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 20) Round 4: 1 stop action (20 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 25) etc. [B]Resolution: [/B]After "move the vehicle forward a number of spaces equal to the distance it moved in the previous round" (under the Stop action) add "or its speed, whichever is lower." Additionally, add the following text to the Stop action: "You may not use the Stop action if the vehicle is motionless." [/QUOTE]
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