D&D 4th Edition, H Series, Online Game


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I've been pissin' around with the macros for maptools and come up with some interesting ones. I've taken bits and pieces of code from various sources, smushed 'em all together, broken various things and in the end the engine spat out something fun.

Test this one, but make sure it fits. It damn near hits the running character limit:
(Start at top [ and end at very bottom ], then paste whole lot and run it.)

[h:input(
"mname | 0 | Kobold's Name | TEXT | WIDTH=10",
"choice | Minion, Skirmisher, Slinger | Kobold Type | RADIO | ORIENT=H",
"pname | 0 | Target | TEXT | WIDTH=10",
"pAC | 0 | Target's AC | TEXT | WIDTH=3"
)]
[h:dieroll = 1d20]

[SWITCH(choice), CODE:
case 0:
{
<b>Kobold Minion</b><br>
[h:kmattack = dieroll + 5]
[h:kmdamage = 4]
[h:kmresult = IF(kmattack > pAC, "FALSE", "TRUE")]
[r, IF(kmresult == "FALSE"): mname + " hits " + pname + " for " + kmdamage + " damage."]
[r, IF(kmresult == "TRUE"): mname + " misses."]
};
case 1:
{
<b>Kobold Skirmisher</b><br>
[h:ksattack = dieroll + 6]
[h:ksdamage = 1d8]
[h:ksresult = IF(ksattack > pAC, "FALSE", "TRUE")]
[r, IF(ksresult == "FALSE"): mname + " hits " + pname + " for " + ksdamage + " damage."]
[r, IF(ksresult == "TRUE"): mname + " misses."]
};
case 2:
{
[h:input("choice2 | Melee Attack, Ranged Attack | Kobold Slinger | RADIO | ORIENT=H")]
[SWITCH(choice2), CODE:
case 0:
{
<b>Kobold Slinger</b><br>
[h:kslattackm = dieroll + 5]
[h:ksldamagem = (1d4) + 3]
[h:kslresultm = IF(kslattackm > pAC, "FALSE", "TRUE")]
[r, IF(kslresultm == "FALSE"): mname + " hits " + pname + " with a melee attack for " + ksldamagem + " damage."]
[r, IF(kslresultm == "TRUE"): mname + " misses."]
};
case 1:
{
<b>Kobold Slinger</b><br>
[h:kslattackr = dieroll + 6]
[h:ksldamager = (1d6) + 3]
[h:kslresultr = IF(kslattackr > pAC, "FALSE", "TRUE")]
[r, IF(kslresultr == "FALSE"): mname + " hits " + pname + " with a ranged attack for " + ksldamager + " damage."]
[r, IF(kslresultr == "TRUE"): mname + " misses."]
};]
};]

It's all one macro. Problem is there's just no more room to fit special attacks and mob rules and combat advantage jiggy into it.
If something goes wrong, I'll try putting a smaller one up.
 
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Revising my character

I need to address a character issue with you guys and I'll need everyone to sign off on it before I do it.

I am new to 4e (this is my first 4e game) so you can understand that I am still learning rules and the game mechanics out. Problem is I have been looking at the game thru an AD&D perspective and making certain assumption that turned out to be DEAD WRONG.

The main problem I have is this: I like my character; persona and concept, but I screwed the pooch when it came to using game mechanics during creation to achieve what I was looking for and made what amounts to a cripple. If you hadn't noticed, my character has zero melee capability whatsoever. As bad as a wizard actually. It is so bad I didn't even bother purchasing a weapon. I assumed that my purposes would be served with my at will ranged attack. It was a bad assumption. The attack does not level up with the encounters, only increasing its damage at 21st level, which means that by the time we are hitting level3+ encounters and monsters have a significant amount of hit points, its a bb gun. My big power is a daily that requires a to hit roll that could morre or less hit regularly, but once used is gone and making me a one shot wonder for a whole game day, which could consist of multiple encounters. This makes me ineffective as a ranged attacker. My ability to buff party members or debuff enemies is virtually nil and isnt likely to change because of my inability to perform a melee attack. This only leaves healing.

Healing I can do, but I find the thought of my only campaign purpose being a walking healing potion to be unsatisfying, to say the least. Even this is not maximized, because for some insane reason, I didn't even max my WIS to make it more effective.

All in all, I screwed up during character creation because I just didn't know what I was doing. What I would like to do, is revise my character by changing my feats to allow me to have a melee attack, one encounter power (a melee attack), one daily power (a party buff), reshuffling my attributes a bit to favor WIS (to maximize powers and healing), and buy chain mail to give me some AC (16).

If I dont do this, my character will not strengthen appreciably as we progress or be so far behind the other characters as to be a cripple that will be an easy kill in tougher encounters. I am finding that even now, my character is relatively irrelevant during the encounters.

Please leave comments whether you are okay with a revision to my character or whether you think I should start from scratch. I wont proceed without a consensus, so please chime in.

Thanks,

Jim
 

Your concern that the power does not scale is not quite correct Ftr.

The power does have a constant damage die, which means it does not get modified by changing weapons. However, you should notice that nearly every cleric power says sometihng like "At Will, Divine, Implement.

At first level, that implement is a standard Holy Symbol. But there are what amount to Holy Symbol +1. Or other modifications that usually come into play on a crit or act as an extra Daily or Encounter power.

No one else's at will powers scale any better with level than that. Not even Mardok's. I could go for a Greatsword or Executioners axe, but that is a minor change in damage output.

A few things to keep in mind about 4th Edition:

- All else being equal, the number you need to roll to land a hit on an opponent when you roll a d20 is constant; Enemy AC and Attack rolls scale at roughly the same rate when you allow for magic items and stat boosts on top of the +1/2 level. +2 to hit is bigger than you think.

- As a cleric you have more attacks that target Will, or Reflex, or Fort. You might not hit for as much damage with Lance of Faith as you might like, but you can expect to hit much more often.

- In order, raw damage output to a single target is highest with Strikers, then Defenders, then Leaders, then Controllers. You cannot look at Mardok's damage output and expect to equal it.

Now, do not know what your selection of powers and stats actually looks like, though I will backtrack within the thread and take a look at it and e-mail you some more direct feedback. If you selected Encounter / Daily powers that key off of Strength, but built for high wisdom, then you almost certainly have a problem. But if your build is effective then there is no reason to be in a panic over the idea that you are incapable in melee.

END COMMUNICATION
 

Ok Ftr, I ran your character though the character builder to find out what your present attack and damage capabilities are like. I should point out that you may have made a mistake on the point buy allocation (your off by one point)

At a glance, Quinn the Cleric does look like a reasonably effective build, but he is absolutely not a high output damage machine.

The good:
All your powers do key off of Wisdom, and your Wisdom is a high stat. Your At Will's are +4 to hit and +4 to damage, as do Divine Glow and Cascade of Light.

All your powers target non AC defenses. While all your bonuses to hit may seem low, it balances out since your always attacking a non AC defense.

Lance of Faith is a good ability to have with this build as it is ranged and lets you designate a target for someone else to get a bonus to hit on.

Sacred Flame is not a heavy hitter, but the tmp HP or the extra saving throw are very very useful if we ever get into a hard encounter against something that inflicts a 'until save' power.

Memory of 1000 Lifetimes is a great encounter ability. If you just barely miss on an attack, save, or skill check, you can add 1d6 to it. This is bloody awesome if you get just short of a hit with Divine Glow and Cascade of Light.

The not so good:
- The ONLY bad thing about the character is that you are highly dependent on not being in melee, and you have no powers to help get you out of melee. If you get badly mobbed, you are going to be subject to a bunch of Opportunity attacks.

- A more minor flaw (though it may not seem minor to you) is that the character is just never going to be the guy who typically does the most damage unless we end up fighting creatures vulnerable to Radiant damage.

The character is absolutely sound mechanically, but it is very probable that you are just not satisfied with the build you took.

If you decide to do a minor reworking of your character, you should either try to get some defense against being badly mobbed, or add a way to at least make useful basic melee attacks. That might mean taking the 'Melee Training (Wisdom) feat from PHB 2 so you can make basic melee attacks using your Wisdom modifier, or going further and changing your stat allocation so you have at least 14 strength and an At Will power that lets you use weapons for melee attacks. Just remember that the Melee Training feat will not change what you use for At Will powers, just Basic Melee attacks.

If you do reallocate your stats, you probably do not need the high Int score.

END COMMUNICATION
 

you are right and wrong...with my build I have a straight die roll vs AC which will not increase because to increase any other effective powers, I cannot place attribute increases into strength. this means that as enemy levels and AC increases, my ability to hit them ata ll with a melee attack are decreasing. AS to ranged attacks, you are correct. They do go against will which is usually a winning combo CLeric vs warriors, but a loser against other spellcasters and incresingly inneffective as the level and magic using ability of enemies increases. The main purpose of a leader is to provide support for the front liners and somewhat affect the field of battle thru buffs, debuffs, and limited AoE powers. Unfortunately the most powerful or effective of these powers are MELEE based not ranged and so I will never be able to pull them off consistently.

I am not looking to be able to do raw damage, just be able to have a use as we get father along and face more powerful enemies. Your points are well taken, but effectively limit my participation to standing in the rear healing the players that get to engage in combat and occasionally, get a pot shot off here and there. That is not enough for me, nor would it be for you.

As far as scaling goes, yes, magic items can help me scale up a bit, but so will enemies. That's my point. if I can only rely on items to increase my characters ability to be effective, then why level up at all? Why not just make money and adorn myself with magic items that duplicate powers and increase damage? Because it doesn't work and they can always be taken away or neutralized.


Thank you
 
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I will, just taking care of a few things first.
(Had to find my RAM specs for the old machine to ensure compatibility with the new one)
I will send it after dinner hour....roughly 6pm eastern.

Peace & Light

Meant to say that I "Sent" the PM, lol, sorry for the confusion...
 

In order to be fair, as a penalty for this revision, I will give up currently accumulated experience points and reset to zero. This will amount to starting over, but I really like the character and concept, so I'd rather not make a new one.

Jim
 

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