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D&D 4E DDXP 4E Rules Appendix

D'karr

Adventurer
Sketchpad said:
I was curious about the skill list as well ... seems to me that that skill list is kinda small and VERY specific.

The skill list presented on the 5 page handout was not ALL inclusive. However, a lot of the skills that were present in 3e have been grouped in the 4e equivalent. It actually made it easier also to default to a similar skill.
 

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D'karr

Adventurer
Branduil said:
But Opportunity Attacks are now limited to your basic attacks, which aren't nearly as good as at-will abilities.

Not necessarily true. Yes, you are limited to your basic attacks but magic weapons are part of that. One of our players did an Opportunity Attack with his magic weapon and the attack was more powerful than his regular basic attacks, and in par with most of his At-Will abilities.
 

Branduil

First Post
D'karr said:
Not necessarily true. Yes, you are limited to your basic attacks but magic weapons are part of that. One of our players did an Opportunity Attack with his magic weapon and the attack was more powerful than his regular basic attacks, and in par with most of his At-Will abilities.
Couldn't he use his magic weapon with his at-will abilities, thus making them more powerful?
 

D'karr

Adventurer
Branduil said:
Couldn't he use his magic weapon with his at-will abilities, thus making them more powerful?

Not in combination with the class powers, but the magic items each had specific powers that could be used as per encounter powers. There was a lot of diversity.
 

keterys

First Post
Err, you can absolutely use your magic weapons with your class powers...

For example, a +1 short sword would give the paladin +1 hit and damage with all but his daily. The +1 war staff +1 hit and damage with all the wizards' combat spells... in addition to improving his opportunity attack, but his OA would still pretty much suck compared to his powers I'd imagine.
 

frankthedm

First Post
Oldtimer said:
Here is another interesting tidbit:

Flanking said:
To flank an enemy, you and an ally must be adjacent to the enemy and on opposite sides of the enemy's space. You and your ally must be able to attack the enemy (with a melee or ranged weapon, or with an unarmed attack).

Now, that's new. Flanking with a ranged weapon. Hmm...
Well, the important part is the word "adjacent."
 

D'karr

Adventurer
keterys said:
Err, you can absolutely use your magic weapons with your class powers...

For example, a +1 short sword would give the paladin +1 hit and damage with all but his daily. The +1 war staff +1 hit and damage with all the wizards' combat spells... in addition to improving his opportunity attack, but his OA would still pretty much suck compared to his powers I'd imagine.

I'm sorry I was not clear. When I was explaining "in combination" I was specifically speaking about the encounter powers for the weapons. So yes, you may add the enhancement bonus of weapons to At-will powers that have a requirement of "Melee Weapon" or "Ranged Weapon"
 



Voss

First Post
So, hopefully 'per day' is better explained in the PH. As it is, I'm wondering where the line is supposed to be drawn. If you 'extended rest' at 10 pm, is that your rest for yesterday, when you started, or today when you ended? And of course, as a definition it still has the wonderful loophole that the 3e resting rules did- if you're on a plane with a different 'day-cycle', what happens? If you're on the plane of Forever Night, where a 'day' is a million years, or the plane of Speedy Passage, where a 'day' is 5 minutes, does the game collapse in on itself?
 


eleran said:
I am using firefox also and when I open them in a new window they are REALLY tiny, same size they are pictured on the forum actually.

nevermind, I was opening them in a new tab, not new window. New window does the trick Thanx.

I suspect you right-clicked "view image" as opposed to just clicking the image. The former lets you view the thumbnail. The latter follows the link to the larger version.
 


Vempyre

Explorer
Campbell said:
Interesting. Immediate actions are no longer linked to swift minor actions. You get one immediate action per round and it cannot be used on your turn. I guess this means that a young black dragon who is brought to bloodied by an opportunity attack that occurs on his turn cannot use his breath weapon. I'm not sure how I feel about this. 4e will definitely require some amount of relearning.

The exception based rules fix that. Specific rules or exceptions win over the general rules so the Dragons' immediate action breath when bloodied overrules the general immediate action ruling.
 

Voss

First Post
Vempyre said:
The exception based rules fix that. Specific rules or exceptions win over the general rules so the Dragons' immediate action breath when bloodied overrules the general immediate action ruling.

No, it doesn't work like that. To do *that*, the immediate dragon breath would need an additional rule saying it overrides the normal rules for immediate actions. Otherwise it does, indeed, follow the normal rules for immediate actions- because it isn't giving a specific exception.

'When bloodied' is only the trigger for the immediate action- it doesn't over ride the normal rules in any way, except that it allows the creature to make an immediate action. That is the only exception- by default, creatures don't have any immediate actions to take.
 
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quindia

First Post
Here's a vanilla PDF of the sheets I made up. I was going to make a fancy version, but I figured folks would like one that prints without wasting lots of ink.

Edit: Sorry, Withak! Didn't realize you already posted a PDF!
 

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hennebeck

First Post
So, hopefully 'per day' is better explained in the PH. As it is, I'm wondering where the line is supposed to be drawn. If you 'extended rest' at 10 pm, is that your rest for yesterday, when you started, or today when you ended? And of course, as a definition it still has the wonderful loophole that the 3e resting rules did- if you're on a plane with a different 'day-cycle', what happens? If you're on the plane of Forever Night, where a 'day' is a million years, or the plane of Speedy Passage, where a 'day' is 5 minutes, does the game collapse in on itself?
Let's hope you have a sane DM.
A day is one cycle for your adventurers. If they can push on for 48 hours, then they push. When they sleep after 2 days, their HP reset, their AP reset and they get their daily powers back.
If players want to fight for 5 mintues, and then sleep for 6 hours, then they get all their stuff back.
But I won't play in a game that lets players do that, nor do I want to play with people that exploit the game like that.

As for the saving throw vs. dying, I ran the demo adventure yesterday, and when the Fighter rolled a 20, she got 1/4 HP and used one Healing Surge. Came back in the middle of combat and promptly died. ;)
 

Stalker0 said:
3) It mentions under action points that they are "most commonly" used to grant extra actions. That indicates there may be some additional things you can do with them.
Here's one of the feats that were previewed a while back:

First Reaction
Tier:
Paragon
Benefit: If you are surprised, you may spend an action point to act during the surprise round.
 

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