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DDXP characters - unexpected tactics?


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Wolfspider said:
The character sheets were "in production"? Aren't they just PDF documents? It isn't like they sent the handouts off to a professional printer, right?

Even if they did send everything off to a professional printer and the deadline for changes had passed, they could have easily send out an electronic document correcting these problems to the folks running the games. Sure, some of them might not have gotten it in time, but I think most would have.

If I make a mistake on a handout or syllabus or whatever, I can get a corrected copy out to my students through the class website and/or email in less than 10 minutes. I can't believe that a major corporation would not also be able to do so at least as well as I can.

It's not actually that simple, I had to make a correction in a presentation I made once. 300 copies. Because they were not
 

keterys said:
Only the fighter and paladin mark. The other characters do completely different things (marked is a defined term, meaning -2 to hit other people, etc)

Hunter's Quarry (once per turn as a minor action, designate the nearest enemy your quarry; once per round do +1d8 damage against your quarry; remains active until quarry is defeated, encounter ends, or you switch your quarry; only 1 quarry at a time)

Warlock's Curse (once per turn as a minor action, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of encounter or enemy is defeated)

Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one)

Divine Challenge (you mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn't inlcude you as a target, it take a -2 penalty to attack rolls and takes 8 radiant damage.)

The little fiddly bits may differ and they may use different "defined terms" but they're all essentially the same concept. While subject specific conditions unique to that class and or power, the character selects a specific enemy and gains some sort of "buff against" or causes some sort of "debuff to" the enemy.
 




fafhrd said:
Yeah. Weird eh? It'll be interesting to see if threatening reach gets an exception.

Definitely weird. What's the functional difference between being adjacent to a target with a bow and twenty feet away? Isn't the bow just as "threatening" either way?

Oi, I need to get that simulationist part of my brain turned off before the release date or my head's gonna explode.
 

FitzTheRuke said:
They do follow a similar mechanic, but a quarry and a curse designation are not marks.

Yes yes, I agree with you there.

But my point is that they're similar enough that it's reasonable to presume that one of the other classes that does "it" has a power that causes damage if you don't attack the placer of the mark/quarry/curse. If so, why wasn't this caught until roughly a month ago?

And, if this is the first instance of a mark/quarry/curse doing damage if the target fails to attack the character placing it, why are they putting a new and untested (at the time) power into the game at such a late (IMO) date?
 

helium3 said:
why are they putting a new and untested (at the time) power into the game at such a late (IMO) date?
Just musing here, it may have been present but in a slightly different form that didn't possess the same exploit. A fix for some other issue may have led to the problem.
 

The impression I got was that they changed the paladin from what it worked like (perhaps it just gave the paladin more damage if the creature didn't attack him) to that form, and didn't have a ton of testing time after doing so.

And I stand by my statement: the paladins and fighters mark, with all that means. Quarry and Curse are very different mechanics.
 

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