Compiled Conditions List - UPDATED, REFORMATTED

I agree with the previous poster that Recharge 4 means you get back the power ONLY on a 4 as evidenced by these beasties

Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40,
Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.


Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature's next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7


I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die.
 

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Olgar Shiverstone said:
You cannot move on your own: your Speed is 0.
Otherwise, you can act normally.
Effects that push, pull, or otherwise transport you still work normally.

If the DDM rule holds, sounds like you can teleport while imobilized ... but you still can't move when you get there.

So, what happen if someone grapple you? It come with you? Can an eladrin teleport the whole party with a group hug. :)
 

This allows a single die roll to determine if all, none or SOME of the creature's abilities recharge at the same time and provides more variability in the creature's tactics, with fewer die rolls.

I think we have a winner. That makes a lot more sense.
 

AllisterH said:
I agree with the previous poster that Recharge 4 means you get back the power ONLY on a 4 as evidenced by these beasties

Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40,
Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.


Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature's next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7


I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die.

I disagree. I think since we know that you roll a d6 for recharge starting the round after the power is used that you would need to roll the number lister or higher in order for it to recharge. Otherwise, since it is only 1 number in 6 all powers would simply recharge on a 6. So the way I read it from the statblocks above is that some powers recarge half the time and some one time in 3 and others one time in 6.
 

eleran said:
I disagree. I think since we know that you roll a d6 for recharge starting the round after the power is used that you would need to roll the number lister or higher in order for it to recharge. Otherwise, since it is only 1 number in 6 all powers would simply recharge on a 6. So the way I read it from the statblocks above is that some powers recarge half the time and some one time in 3 and others one time in 6.

Completely agree. In the game of "high is always better" it is unintuitive that a 4 would give you a benefit on a d6 but not a 6.
 

I agree with Eleran. For the dwarf warlord, it really looks like on a roll of 4, all he would recharge would be Rally the Troops; on a 6 he would get all three abilities recharged. The systems promote good results for high rolls, so rolling a 6 and having it not recharge the 4 and 5 abilities seems counter-intuitive.
 

I think that's the Dwarf Warlord as deciphered by me. Do note that it is from the back of the minis card, which has all sorts of shorthands.

In fact, looking at the shorthand version of the Balhannoth in the same picture (High resolution version), it does not list the higher numbers for those abilities.
 

I havent seen an example yet saying whether you roll 1d6 for each ability recharge or one d6 for all abilities to recharge. Anyone seen any examples yet?
 

Stalker0 said:
Completely agree. In the game of "high is always better" it is unintuitive that a 4 would give you a benefit on a d6 but not a 6.

Except for the fact that we've seen entires with Recharge 4 5 6 and Recharge 5 6. If a Recharge 4 meant that a 6, 5 or a 4 would recharge the power, what's the purpose of listing Recharge 4 5 6 then?
 

Well, the one recharge power we've seen directly from the MM had a square with six pips on it (that is, it looked like a d6 that had rolled '6'). Plus it is probably (no idea if this is really the case, but it feels "right") easier to eye the list of recharging powers to look for a five instead of looking for a five or lower when you've rolled a five on the recharge die.
 

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