Cadfan said:I'd rather play a game where you can dig a pit and push someone in, than a game where you can dig a pit and wish upon a star that someday in the far future some game designer might design a game mechanic that lets you push someone in. Even if I occasionally get pushed into a pit.
If the players can dig a pit deep enough to kill and/or trap an entire camp of orcs without the orcs just climbing out, then lure the orcs to the pit, then push the orcs into the pit, they deserve the win.
Err, what exactly do you have a problem with? It seems clear enough to me.Chris_Nightwing said:I think the dev team's ability to write concise and clear rules/instructions needs a bit of work:
If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature caught in the cloud is subject to a Fortitude attack (+10, 1d10 poison) at the beginning of its turn or when it moves into the affected area. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions (Save?); creatures with immunity to or resist poison 5 are immune to the weakened condition also). Isn't that implicit?
This cloud and its effects persist for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.
Since he was only referring to really deep pits, then I don't think it is going to be an issue. It is probably hard to just dig a 100ft deep pit on a whim when fighting orcs... I seriously doubt it is going to be a dominant strategy.Simplicity said:And what's this about no pits? Don't you think there might be a problem with the DM just not including pits? How about this one...
DM: There's an orc camp ahead...
Players: DIG A PIT! That we we can just wait for them to come to us, and we can push them all in.
DM: What? Uh... Well, they might be able to do that to you to!!
Players: Probably not, they're just dumb orcs. But, I guess we'll just have to cover it then, huh?
Party Wizard: Phantasmal Image. No pit here.
DM: Crap. So much for that encounter.
We go from the 15-minute workday to up at the crack of dawn digging trenches. Way to go, 4th edition.![]()
TwinBahamut said:Err, what exactly do you have a problem with? It seems clear enough to me.
When a character under half of their hitpoints enters the square filled with poison gas spores, the DM rolls a d20, adds a +10 modifier, and compares it to the PC's fortitude defense. If it succeeds, 1d10 damage of the poison type (similar to current fire or acid damage, with its own resistance) is dealt to that PC. Also, the Poison 5 and weakness conditions are applied if that roll is successful, but posion resistance negates both. Both conditions are obviously described elsewhere in the book. This check is made at the begining of every turn that the PC remains in that square. The cloud, Poison 5 effect, and the weakness effect will all vanish after 5 miutes, or at the end of the battle, whichever comes first.
I don't see what is so confusing.
Anyways, the interesting element here is that the "bloodied" effect is quite literal. A character who is bloodied has open gaping wounds, and a character who is not bloodied does not. I rather like the simplicity of it, and the potential flavor effect. I wonder if it has an impact on healing, or an impact on abilities that require the user's blood...
Geron Raveneye said:One of the things I liked about 3E was the attribute damage of poisons. Color me neutral on that development.
I felt the same way on reading that, however what you've probably got is a designer who has the chance to give us some real info at last, and has had to pack a lot more information than normal into the text. Otherwise it would just have been the usual string of 'Poison 5' nonsense that doesn't actually tell us anything about the rules.Chris_Nightwing said:My problem was the unnecessary repetition and long-winded-ness of the description. I edited the bits that I could understand rules-wise. What I'm hoping is that we don't see so many caveats and contingencies in the actual rules!