D&D 4E 4e powers and unfun moments

On an optimization level, I think it's fine, btw, to stack all your little big bonuses on one roll.

If (and that's a big if) you also make sure to make available and save your insurance for that one roll too. My paragon Avenger of Tempus frequently stacks RRoT on top of an enounter ability. But I'll also:
Oath the target first (obviously)
Try to get hit bonuses first if I can (including spending an action point for a +1 to hit)
Make sure I've got my Stone of Earth available to get a reroll if I need it--which combined with the Avenger double roll makes it -very- likely that I'll hit.
Make sure I haven't used up Memories of a Thousand Lives for the sweet bonuses there.

If anything, stacking that way makes you -less- likely to burn resources, as you don't want to waste resources just to hit on a daily power (where you're doing most of what you want to do on a miss anyway). And since I'm playing her LFR, if I've already used the SoE I'll probably stack Tempus on an at will instead, so I can have the card-based reroll from Fevrent Prayer available.

Despite this, well, sometimes you just can't win for losing. But that's how the game is played.
 

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Just wanted to say thanks for the responses. There's some great advice in there, and though I'm not convinced the power structure doesn't put too many resource-eggs in one diceroll-basket, I am convinced that the Reliable idea was a bad one.
 

Just wanted to say thanks for the responses. There's some great advice in there, and though I'm not convinced the power structure doesn't put too many resource-eggs in one diceroll-basket, I am convinced that the Reliable idea was a bad one.


I've been in groups where we allow a person to roll a d6 at the beginning of each round to recharge an encounter power if it missed all targets. On 5-6 you get it back. You can only roll once per round (even if you have lost multiple encounter powers) and you can only recharge any individual power once (you can't try again for that power if you totally miss again but you can keep rolling for other missed encounter powers). It's a good way to cut down on grind, especially at lower levels, makes you try other things each round, and adds a little (fun) swing to the battle.
 

What the?

Chill out...1 battle down and it was 'hard to win' b/c of your bad rolls. All battles should feel life-threatening. Run away.

You guys need to roll more '1's. 1's can 'make' a combat for us. We would find your situation hilarious, not pine over it and think about rule changes to let us do everything all the time. (BTW I mean all this with a smiley icon. I am not trying to be offensive to OP).

I had a cleric in first game. We met undead. Cleric said stay back...I have a cool at will blast for these guys. Manouvered into the undead and...of course rolled a 1. Everyone, inc me thought it was hilarious. Esp when the next round when I stated, 'No fear. I still have this Turn undead encounter thing with a daily rider to do more radiant damage.'...And proceeded to roll a 1. We will never forget.

Oh, and other night. Witchdocter in big fight vs green dragon rolled a 1 on his daily AND lost another daily in its place due to a very poor roll on our crit miss charts. We live for moments like these. Make the 1 mean something - don't try and think of changes to every power without effects on a miss, etc.

There was no such thing in older ed's. I sometimes think the powers with effects on misses and reliables are to blame. Players are now wanting all powers to be like that??? If you want reliable or 'miss' powers = CHOOSE THEM.

Or better...don't and don't fret over one fight...oh and make the miss fun instead :)
 

Oh...and another quick thing. You don't NEED Enc's and Dailies to 'win' fights. They can be done with At-Wills. Just see those extras a bonues you get to do now and then - not as expected winners all the time.

And don't expect to 'win' every fight. Look for alternatives: run, negotiate, plead, bribe, submit, fighting retreat, etc
 

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