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A simulationist DM has a few reluctant questions about 4E
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<blockquote data-quote="WalterKovacs" data-source="post: 4279520" data-attributes="member: 63763"><p>Most skill DCs are going to scale as you level as well. Skill challenges and such. For the most part, being untrained in a skill, having a bad stat in the skill, having an armor check penalty ... will mean you remain relatively bad at the skill ... at best you are helping out a party member that is good at it ... which after having spent a lot of levels with them, you might be able to figure out. [The magic-ignorant fighter, now at level 13, can at least know what the wizard is taking about when he asks him to pass certain things to him during a ritual that they've had to do a number of times over their adventures].</p><p></p><p>Static DCs will become easy for even the least skilled of adventurers, but the majority of skill checks get tougher over time ... so being bad at a skill means it's DIFFICULT to pull off at whatever level you are at, but it never gets to the point of being impossible. The person trained at it, with a good ability mod, and maybe Skill Focus can have</p><p>anywhere from 5 to 10 points more ... which is a 25-50% bonus. Needing an 8+ to succeed vs. a 15+ is still a big deal.</p><p></p><p>And, there are SOME skill uses that cannot be done untrained.</p><p></p><p></p><p></p><p>Certain spells that used to be "save or die" have become progression based. For example, with a Beholder, you aren't instantly turned to stone, you need to be hit by the eye beam. If so, you have a condition that is ended by a save ... failing that save worsens the condition. 3 consecutive failed saves would result in "death" [turned to stone for petrification, killed outright by the 'finger of death' effect ...]</p><p></p><p>Spells that had long casting times were made into rituals because that's what rituals are ... spells with a long casting time. Most "spells" are powers that take, at most, a standard action to perform.</p><p></p><p></p><p></p><p>Per encounter = recharges after 5 minutes of "rest". Certain encounter powers [most utilities] will have text that refers to their use outside of encounters. For example a fly spell can be sustained for 5 minutes [or the length of an encounter]. </p><p></p><p></p><p></p><p>Healing is not just magical anymore ... not only are characters able to heal themselves via Second Wind, they also have a Warlord who is just as competent as a Cleric and can accomplish similar healing powers without the aid of magic.</p><p></p><p>Disease is one example of a "long term" damaging infect. You get an initial effect when first infected. Each night you have to make endurance checks to "fight it" [someone else can make heal checks to help improve your endurance check ... and there is a ritual to try to get rid of it faster]. As you get worse, you get more effects until the "final state". The disease ends with either being cured or the final state.</p><p></p><p>Example:</p><p></p><p>Blinding Sickness Level 9 Disease</p><p>Attack: +12 vs. Fort </p><p>Endurance check: DC 26+ - improve, DC 22 to 25 - maintain, DC 21 or lower - worsen</p><p></p><p>Cured || Initial Effect: Target loses one healing surge [does not come back until cured] || Target's vision blurred. Creatures beyond 10 squares have concealment || Final state: Target is blinded</p><p></p><p>So, you start at Initial Effect, you either go "up", "down" or maintain depending on the result of the checks. You 'end' when you reach cured or the final state. Once you reach the final state ONLY the Cure Disease Ritual can help you [i.e. when you 'end' you no longer make endurance checks.</p><p></p><p></p><p></p><p>Monster listings are meant for using monsters in combat. If monsters are to be used in non-combat situations, they would require fleshing out on your own. </p><p></p><p>There are rules for creating NPCs in the DMG.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4279520, member: 63763"] Most skill DCs are going to scale as you level as well. Skill challenges and such. For the most part, being untrained in a skill, having a bad stat in the skill, having an armor check penalty ... will mean you remain relatively bad at the skill ... at best you are helping out a party member that is good at it ... which after having spent a lot of levels with them, you might be able to figure out. [The magic-ignorant fighter, now at level 13, can at least know what the wizard is taking about when he asks him to pass certain things to him during a ritual that they've had to do a number of times over their adventures]. Static DCs will become easy for even the least skilled of adventurers, but the majority of skill checks get tougher over time ... so being bad at a skill means it's DIFFICULT to pull off at whatever level you are at, but it never gets to the point of being impossible. The person trained at it, with a good ability mod, and maybe Skill Focus can have anywhere from 5 to 10 points more ... which is a 25-50% bonus. Needing an 8+ to succeed vs. a 15+ is still a big deal. And, there are SOME skill uses that cannot be done untrained. Certain spells that used to be "save or die" have become progression based. For example, with a Beholder, you aren't instantly turned to stone, you need to be hit by the eye beam. If so, you have a condition that is ended by a save ... failing that save worsens the condition. 3 consecutive failed saves would result in "death" [turned to stone for petrification, killed outright by the 'finger of death' effect ...] Spells that had long casting times were made into rituals because that's what rituals are ... spells with a long casting time. Most "spells" are powers that take, at most, a standard action to perform. Per encounter = recharges after 5 minutes of "rest". Certain encounter powers [most utilities] will have text that refers to their use outside of encounters. For example a fly spell can be sustained for 5 minutes [or the length of an encounter]. Healing is not just magical anymore ... not only are characters able to heal themselves via Second Wind, they also have a Warlord who is just as competent as a Cleric and can accomplish similar healing powers without the aid of magic. Disease is one example of a "long term" damaging infect. You get an initial effect when first infected. Each night you have to make endurance checks to "fight it" [someone else can make heal checks to help improve your endurance check ... and there is a ritual to try to get rid of it faster]. As you get worse, you get more effects until the "final state". The disease ends with either being cured or the final state. Example: Blinding Sickness Level 9 Disease Attack: +12 vs. Fort Endurance check: DC 26+ - improve, DC 22 to 25 - maintain, DC 21 or lower - worsen Cured || Initial Effect: Target loses one healing surge [does not come back until cured] || Target's vision blurred. Creatures beyond 10 squares have concealment || Final state: Target is blinded So, you start at Initial Effect, you either go "up", "down" or maintain depending on the result of the checks. You 'end' when you reach cured or the final state. Once you reach the final state ONLY the Cure Disease Ritual can help you [i.e. when you 'end' you no longer make endurance checks. Monster listings are meant for using monsters in combat. If monsters are to be used in non-combat situations, they would require fleshing out on your own. There are rules for creating NPCs in the DMG. [/QUOTE]
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