D&D 4E 4e Rulebook for DDM is up!

OK, it's not quite as silly; it seems like an interesting way to shuffle numbers around for the game game, but I can't quite grasp what is supposed to be happening within the imaginary world... and I think that's a bad thing for a game about imagining a world.

My mind instantly thought:

Blood Frenzy.

Critter smells blood in the air, gets full of pain against everything near it.
 

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New stats for a Feral Troll reported here-
http://www.maxminis.com/Forums/tabid/104/forumid/51/postid/769721/view/topic/Default.aspx

DDM 2.0 Feral Troll (28 Points)(It has red and green symbols)

Level: 8
AC: 20
DEF: 18
Speed: 6
HP: 65

Attack Actions:
Claw: +13 vs AC; 15 Damage
Rending Claws: 2 attacks against the same target, +11 vs AC; 10 Damage if 1 attack hits, 30 Damage if both hit.

Abilities:
Troll
Vulnerable 10 Fire
Reach 2

Special Powers:
[] Feral Regeneration 20: Immediate, when this creature takes damage; heal 20 hp.

[] Feral Surge: Use at start of this creature's turn; move this creature up to its Speed
 

Glyfair said:
Indeed, it's more complex than it was in DDM 1E. Before if you moved them into a pit the figure were gone (I believe, I didn't play very much).

Not quite right. The creature that was pushed had to make a DC15 save.

--sam
 

The feral troll stats are very, very similar to their DDM 1.0 stats. Probably the most interesting thing from an RPG standpoint is that the troll doesn't have the Evil keyword.
 


It looks like the DDM game will keep double damage for crits, whereas for 4.0 it's just going to be maximized. Considering that most damage from an attack comes from static bonuses with a d6 to d12 tacked on, there was speculation that DDM might go with +5 or +10 damage on a crit.
 

Simplicity said:
Hmmm... four attack types. Melee, ranged, close, and area of effect.
Perhaps a simplification of spell ranges? Close seems to cover bursts, cones, and lines...


Close is probably grapple.

Jay
 

jasin said:
Why does a wounded enemy being close to the yuan-ti let the yuan-ti hit you harder? Reminds me of Whirlwind + Cleave + bag of rats trick from 3.0.

OK, it's not quite as silly; it seems like an interesting way to shuffle numbers around for the game game, but I can't quite grasp what is supposed to be happening within the imaginary world... and I think that's a bad thing for a game about imagining a world.
Morale bonus is how i would stat it. He is getting so tweeked on the foes suffering he is boosted by it like a bard's song.
 

Vrecknidj said:
The phrase "damage reduction" does not appear in the rulebook.

In the glossary p.46

Resist X DAMAGE

If this creature takes damage of the stated type, reduce the damage taken by X.

It seems that damage resistance will be against a specific kind of attack instead of being against all attack except a few exceptions.

Also, on page 47, there is Vulnerable X damage, which add extra damage from a kind of attack. The troll example above posted by mhensley have vulnerability against fire.
 

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