Adventurer's Vault 2 Playtest

I like the idea of the sustain requiring an attack. It also introduces an interesting decision point for the "trapped" monsters - they have to decide whether they want to get out or keep hitting their enemies.

Other escape ideas: Trying to escape requires a basic attack against the wizards will defense. The target is either the orb or the borders of the terrain. On a success, a creature can leave.

The topology of the orb might also be less usual - instead of a simple square, it could actually on a four-dimensional torus, so if you go out south, you go in north. This makes it a lot harder for the Wizard to protect himself from attacks. So you really shouldn't take too many enemies with you...
 

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a) The fighter auto-damage stances do damage dice (1W, by and large)

b) If fighters can be expected to work with 11 healing surges in epic (say, the str/wis or str/dex fighters people were talking about in the battlerager thread), then the dwarven high con fighter with 20 healing surges has spares to burn. A *lot* of spares.

Don't allow expenditure of healing surges in a rest where the PC isn't damaged. It's not that easy to expend healing surges outside of a rest.
 


I think my group will ignore these due to their lameness factor. Magical tattoos are just a little too Oriental Adventures for us, I guess.

I've tended to rebrand anything that is described as a tattoo to be instead ritual scarring.

So for my Goliath Warden, so when he gained his Markings of the Victor feat, he used a thorn, bone or animal tooth to pluck patterns in his flesh. It gets it away from the Oriental feel of them pretty well, and has a much more tribal and primal feel.
 

Don't allow expenditure of healing surges in a rest where the PC isn't damaged. It's not that easy to expend healing surges outside of a rest.

Wrong. Look up a Healer's Sash from AV1. The fighter doesn't even have to wear one, just stand next to someone wearing one for 30 seconds at the start of the day.

At high levels (16+), it's reasonable for a party that wants them to have 2 or more Healer's Sashes. The party's battlerager can start the day with 10 healing surges expended and with moderately intelligent tactical positioning he never even has to worry about running out of healing, because he'll get 2 surges worth of healing per combat. There's some nicely broken synergy there.
 

Wrong. Look up a Healer's Sash from AV1. The fighter doesn't even have to wear one, just stand next to someone wearing one for 30 seconds at the start of the day.

At high levels (16+), it's reasonable for a party that wants them to have 2 or more Healer's Sashes. The party's battlerager can start the day with 10 healing surges expended and with moderately intelligent tactical positioning he never even has to worry about running out of healing, because he'll get 2 surges worth of healing per combat. There's some nicely broken synergy there.

Hm, reading the Healer's Sash description begs the question: Can a character refuse to take a Long Rest (or Short, for that sake) while the rest of the party takes one? Keep doing laps around the courtyard or something?...
 

Hm, reading the Healer's Sash description begs the question: Can a character refuse to take a Long Rest (or Short, for that sake) while the rest of the party takes one? Keep doing laps around the courtyard or something?...

For most characters, the DM would probably start endurance checks due to sleep deprivation. If it's a warforged or eladrin or something, then yeah- assuming they don't ever plan to cast dailies ever again:P
 

Wrong. Look up a Healer's Sash from AV1. The fighter doesn't even have to wear one, just stand next to someone wearing one for 30 seconds at the start of the day.

Please be polite when you bring up refuting arguments, otherwise you'll end up with an enforced holiday from ENworld. You're not trying to win an argument, you're trying to have a friendly discussion.

Thanks
 

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