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

One of the nice things about 4th Edition is that alot of the classic 'skill moneky roles are spread around much more. Most of the skills that you would want to have a Rogue handy for are available in some form to the other classes.

Mardok might have a +0 wisdom bonus, but he does have the Perception skill, which covers the 'search for traps' niche.

Disarming the traps may be a bit trickier, but that depends on how they are to be dealt with. With Athletics / Acrobatics we can try to avoid the trap. I suggest making note of every trained skill we have and working out ways to apply them to any traps. Between untrained checks, and using alternate checks, we should do alright, though we may have to deal with eating a few triggered traps.

END COMMUNICATION
 

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I have not had a chance to look at or even try the initiative macro.
I am still having trouble with the level 2 macros.
It may get used this week....and it may not.
When we are trying it...if it responds like last session I will not bother with it again.
I know you are hot to use the ini counter but if it delays us longer than 5 minutes at a time (versus the 2 minutes it currently takes) everytime it is set then I would rather use the old way.
I know you are going to tell me it is easy.
If that were TRUE we would have had it figured out 3 weeks ago....but I am still willing to keep an open mind on the subject.
For now I must get back to the leveling up macros or I will be screwed come friday.
So far I have recieved no adjusted characters from anyone.
I will be lurking.

Peace & Light
 

Based on what I saw with the macro functions, the initiative window wants you to select a token, then 'add to initiative', and then to set the initiative. For some ungodly insnae reason, only the DM is permitted to do anything with the initiative window.

The macro's I provided make it so all you need to do is select tokens and push a button. If it still will not work for us, I shall surrender with respect to this.

I might want to add another two buttons though. One to set initiative directly rather then do a d20 + modifier, and one to set all selected targets to a single d20 + modifier roll.

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zardoz's macro'll do the whole damn thing. it's pretty good.


character level thing.
Retrain: Power Attack into Weapon Expertise - Heavy Blade (looks like even a +1 will be very much worth it)
New Feat: (no idea, maybe weapon focus for +1 damage? i don't know)
New Power: Sacred Circle (closeburst3, +1ac to allies for whole encounter)

Everything else goes up as normal.
 

Z's macro may do everything but I still have to get it to work on MY END for it to mean anything.....and we haven't had to much luck in that area so far!
As I have said now twice now....I am willing to keep an open mind.
I am just not able to tell you what is going to ACTUALLY happen versus what is SUPPOSED to happen....(as has been the case, in the past, on the two occasions we tried to use it)
Maybe it will work....maybe it won't....we will see.
I will be lurking.

Peace & Light
 

Ok, so I spoke with Eryiedes in the maptools sever, and we played around a bit. After an initial problem with the macros not being added to the campaign window / not being visible, we discussed the macros and the initiative window.

In the end, we were able to get the initiative window up and functioning. Having done at least that much, here is what I want to try. Using the initiative macro's as they exist now has the following trade offs.

Pros:
- The initiative window will perfectly track initiative for every player and monster. This means no one will have a missed turn (PC or Monster).

- Rolling a different initiative value for large groups of similar monsters is trivial for DM. If we ever fight 30 minions, we wont need to have all 30 go at the same initiative, and the DM wont have to roll and manually track 30 different initiative values.

- No more problems with initiative order arising from Held or Readied actions.

- Possible to automate the +2 init bonus for being within 10 of the Warlord (assuming all PC's initiative handled by macro).

Cons:
- The DM will have to set the initiative for each player, either by using a macro himself, or by setting it manually.

- In order to use the macro that automatically adds the PC to the initiative cycle and rolls his initiative, PC's, each PC token needs to have a property called 'Initiative' (not a default property).

- Any adjustments to PC initiative must be done by DM.

At first glance the system does not seem to make a substantial difference to Eryiedes, and there are some concerns about getting it to work correctly. His biggest concern is that he does not like the idea of the DM rolling initiative for the player. We can get around that though by having the PC roll it and then letting Eryiedes enter it manually.

I want to run a quick one off battle with myself as DM within a week or so to give the macros a shakedown. Then maybe a 2nd quick battle with Eryiedes as DM so he can try using the macros. If it turns out that the group as a whole like using the initiative window for tracking initiative, then we can try it in our regular game.

So what say the rest of you? I am not suggesting we try the macro's until after I get a chance to test them out, and if the possibility that the DM may have to roll you initiative bothers the rest of you, then we should probably not bother.

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Sorry to have been out of touch. My pc was riddled with malware and I got the blue screen of death on saturday. Had to take it to get reformatted and reloaded. Then it took me two days to put all my :):):):) back on it and attempt to recreate work files. But I should be up and running now.


Quinn, level 2
Deva, Cleric
Build: Devoted Cleric

FINAL ABILITY SCORES
Str 12, Con 12, Dex 10, Int 14, Wis 18, Cha 14.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 12, Wis 16, Cha 14.


AC: 19 Fort: 12 Reflex: 13 Will: 17
HP: 29 Surges: 8 Surge Value: 7

TRAINED SKILLS
Religion +10, Heal +10, History +10, Insight +10

UNTRAINED SKILLS
Acrobatics, Arcana +5, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +3, Intimidate +3, Nature +5, Perception +5, Stealth, Streetwise +3, Thievery, Athletics +1

FEATS
Cleric: Ritual Caster
Level 1: Armor of Bahamut
Level 2: Melee Training (Wisdom)

POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Cleric encounter 1: Divine Glow
Cleric daily 1: Moment of Glory
Cleric utility 2: Shield of Faith

ITEMS
Ritual Book, Dwarven Chainmail +2, Morningstar, Holy Symbol, Backpack (empty), Bedroll, Flint and Steel, Lantern, Oil (1 pint), Rations, Trail, Waterskin, Tent, Climber's Kit, Rope, Silk (50 ft.), Sunrods (4), Basic Clothing, materials for 2 castings of TFD.

RITUALS
Gentle Repose, Tenser's Floating Disk


All leveled up and ready to go. The changes of note are the daily power was retrained from Cascade of Light to Moment of Glory. Utility shield of Faith added. Melee Training WIS taken. And my 2nd ritual chosen: Tenser's FLoating Disc.
 


Into the Woods

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