Core Handbook Errors Discussion

Dracollich

First Post
Kraydak said:
What the heck is up with the +2 (or +4) to hit, reduced damage abilities?! Every one I have examined so far is a booby trap *at best*.

One situation I can think of off the top of my head is if a squishy PC teammate is getting beating on by a minion. Ranged attack with a bonus to hit/no damage bonus would be the best choice.

Thought of a second one... if a magical weapon has an encounter/daily ability that takes effect after a successful attack. Don't know if these exist (don't have the books yet), but if they do, I'd go for the 10% bonus to hit to help make sure the effect triggers.
 

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Kraydak

First Post
Dracollich said:
One situation I can think of off the top of my head is if a squishy PC teammate is getting beating on by a minion. Ranged attack with a bonus to hit/no damage bonus would be the best choice.

If you are using Careful Attack to get a more probable hit than Twin Attacks (ranger), you are facing someone you need a 20 or 21 (but not 22 or higher) to hit. Planning for such scenarios should involve Running Away (universal at-will) rather than expenditure of a valuable class at-will slot.

Thought of a second one... if a magical weapon has an encounter/daily ability that takes effect after a successful attack. Don't know if these exist (don't have the books yet), but if they do, I'd go for the 10% bonus to hit to help make sure the effect triggers.

Fights are long enough that you will score a hit *anyways*.

The problem isn't that there literally aren't uses for the abilities, it is that they are *so* corner that they might as well not exist. Someone messed up the math at WotC. (for Careful Attack to be useful compared to Twin Attacks, it would need to add about a +6 to hit, rather than +2, maybe +5 given the interaction with Hunter's Quarry)
 


Kraydak

First Post
RigaMortus2 said:
On page 281, the image that shows how a Burst 2 works doesn't seem right to me. Wouldn't the 2 top left squares be affected by the burst as well?

I make it only the second from left square missing from the burst.
 

RigaMortus2

First Post
Kraydak said:
I make it only the second from left square missing from the burst.

At the very least... If you are allowed to skim corners when drawing the imagineary line when checking for LoE, then the first one should be hit too. You can draw an unobstructed line starting from the upper right corner of the origin burst to the upper right corner of the top/left most square.
 

Kraydak

First Post
RigaMortus2 said:
At the very least... If you are allowed to skim corners when drawing the imagineary line when checking for LoE, then the first one should be hit too. You can draw an unobstructed line starting from the upper right corner of the origin burst to the upper right corner of the top/left most square.

Going by the figure on page 274, it looks like corners (and presumably sides as well) don't count as parts of squares. I didn't see anyplace where it is called out specifically either way, but then I didn't look too hard.
 



trimeta

First Post
A fairly significant mistake in the MM: The Encounter Groups section for Colossus (page 44) mentions a "primordial colossus (level 24 elite brute)", but there's only one stat block in the Colossus entry, for the Godforged Colossus (Level 29 Elite Brute). Which implies to me that a whole stat block got missed somehow. Well, either that, or the Primordial Colossus was intentionally removed from the book, but the Encounter Group mention of it was not. A mistake either way.
 


Destil

Explorer
Blackeagle said:
My guess is it refers to powers that got cut. I guess we'll find out when the Martial splatbook comes out this fall.
Polearm Gamble requires Wis... not that it makes any sense, since I think someone with 15+ Wis would know better than to open themselves up to combat advantage.
 

Dionysos

Explorer
This one is a bit annoying to me.

Page 172 of the Player's Handbook introduces the concept of the Destiny Quest, the final quest of the campaign which leads to the culmination of the PCs' respective epic destinies.

It explicitly says that detailed information about Destiny Quests can be found in the Dungeon Master's Guide. The fact that the term Destiny Quest is capitalized, and the fact that the book directs the reader to the DMG for a thorough explanation, implies that the game provides explicit guidelines on said quests.

In reality, the DMG barely has a couple of sentences regarding this issue, which basically just summarize the little bit that was in the PHB. And unless I am quite daft (always a possibility), the term Destiny Quest is not mentioned in the DMG. Just some vague statements about how the campaign should culminate in some sort of big adventure.

It looks like this Destiny Quest stuff was probably cut for space.
 


Pistonrager

First Post
GoodKingJayIII said:
The Ranger's Level 23 Encounter Power, Blade Ward says:

Hit: [W] + Strength modifier damage.

The "X" in X[W], and should probably be higher than 1.


it's an interrupt to an attack that makes it harder for you to be hit. 1W is fine with the penalty added in
 

Diirk said:
The fighter weapon table on pg 77 lists Wisdom (and rarely dexterity) as the governing attribute for polearms, this is in relation to powers that work better with specific weapons and grant secondary effects etc. However of the 3 powers that work better with polearms, none of them use wisdom at all, and only 1 uses dexterity:

Dance of Steel, 3rd lvl attack: No effect from attributes
Silverstep, 13th lvl attack: Dexterity determines effect
Paralyzing Strike, 23rd level attack: No effect from attributes

In fact, I believe the only use fighters specifically can get from wisdom is the pit fighter paragon path... unless I missed something.
In a similar, but less important version, the War Wizard build mentions taking powers which "make the best use of your dexterity score". AFAICT there aren't any Wizard powers which use dexterity.
 

Ander00

First Post
Related to my complaint elsewhere about ranged utility powers for a melee type:

It seems to me that utility powers shouldn't provoke opportunity attacks. Unfortunately, the PHB seems to use "ranged and area attacks" and "ranged and area powers" interchangeably in this context, when it really shouldn't.


cheers
 

Psikus

Explorer
The "How to read a power" section doesn't seem to explain "Weapon:" lines, such as those used in many Fighter powers:

Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding a polearm or a heavy blade, the target is slowed until the end of your next turn.

It's not that difficult to guess its meaning, but i'd prefer if they spelled it out. The fact that the Weapon text is part of the "Hit:" section might not be obvious.
 

Aria Silverhands

First Post
This much required errata is ridiculous. They should have released the near-final pdf's to the public for a nominal fee and used everyone as proofreaders.
 

Fredrik Svanberg

First Post
Diirk said:
The fighter weapon table on pg 77 lists Wisdom (and rarely dexterity) as the governing attribute for polearms, this is in relation to powers that work better with specific weapons and grant secondary effects etc. However of the 3 powers that work better with polearms, none of them use wisdom at all, and only 1 uses dexterity:

Dance of Steel, 3rd lvl attack: No effect from attributes
Silverstep, 13th lvl attack: Dexterity determines effect
Paralyzing Strike, 23rd level attack: No effect from attributes

In fact, I believe the only use fighters specifically can get from wisdom is the pit fighter paragon path... unless I missed something.

Perhaps they take Combat Superiority into account, a Fighter class feature that lets you add Wisdom to Opportunity Attacks. With a reach weapon you are likely to get to make Opportunity Attacks more often.
 

neoweasel

First Post
Fredrik Svanberg said:
Perhaps they take Combat Superiority into account, a Fighter class feature that lets you add Wisdom to Opportunity Attacks. With a reach weapon you are likely to get to make Opportunity Attacks more often.
No you're not. Reach weapons only threaten adjacent squares.
 

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