4e - Thunderspire Labyrinth - OOC


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My understanding, and the way I have been DMing it, is that unless you state that you are searching the DM uses your passive perception, which is 10 + your bonus. If you actively look for something you roll, but if your total is less than your passive score (meaning if you roll less than 10 on the die), your passive score takes precedence. That way there's no penalty for looking for something.
 

Can't point out that Mike Mearls designer of 4e has come out and admitted that Thunderwave is "probably the best wizard power".
Just saying...

(He also says DnD guide to dummies has cloud of dagger as the best power because the WotC players like autodamage)
 

I definitely understand where you and MM are coming from regarding Thunderwave, I just feel that it's really important to have at-wills that are significantly different from each other. One that targets a single enemy and one area is a good start. TW is great, when the situation is just right for it. As I look at, I think there are many sitatuions where Thunderwave wouldn't make sense. Close blast abilities take careful positioning, where ranged attacks are much more flexible. Thunderwave (with extra damage) could make a great encounter ability, but is too limited to replace Scorching Burst as an at-will.
 

Just as a heads up for everyone, this weekend and over next week I may be scarce, as I'm moving back to school. I'll do my best to get on here at least once a day, but I may not be able to. If you don't hear from me for a while feel free to NPC Sargil.
 

I could argue about thunderwave all day.

It's less important at later levels, but at first level, with no utilities and only one encounter or daily I don't think that a wizard can afford to give up their best close control power.
 

I could argue about thunderwave all day.
Haha, it seems that way :p
It's less important at later levels, but at first level, with no utilities and only one encounter or daily I don't think that a wizard can afford to give up their best close control power.
You do have a point there, though. When you have 3 or 4 encounter powers, a couple of them could probably replace the need for thunderwave. Hard to do that with only one encounter and one daily, though.
 

I have two functioning braincells. And they tend to get stuck on one topic, like tiny little broken records.

Especially since the encounters and the dailies aren't as good as thunderwave is in it's "zone". When you're a first level wizard and something is parked on your grill you don't care about doing damage (burning hands) and there aren't any other close powers at all...
... or any other powers that push ...

Maybe if you've got a good defender and a swordmage (close burst/blasts) and/or an artificer (thundering armor to "push" people off of you) then it's not as necessary. But so far most "5th characters" in 4e are strikers, so having a "single target" power isn't so important.

OK. Stopping now. I swear.
 

I keep going back to the idea that everyone should have something effective to do each round. At-wills, to me, make this a reality if well chosen. I think it's important to make sure that between your two at-wills you should be able to deal with almost any situation. I know you've just seen a scenario in my In Defiance of Dragons campaign that was perfect for thunderwave, but I've just seen one in the Young Rebels version where Thunderwave and Scorching Burst would have meant there was nothing Galdr, our wizard, could do. He was in a corner with his companions on all sides of a pair of enemies. there was no real way that he could target the enemy with either area spell. I think there will be more situations like that than perfect setups for Thunderwave.
 

I ... urg...
<fails will save>
<spends action point for reroll>
<fails save again>
<bumps table hard>
A 20!

Resisted!

You're correct I am sure. :)
 

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