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D&D 4E Essential 4e: Heroes of the Forgotten Lands

I saw this question a few pages back and never saw it answered so, for the benefit of anyone who wants to know and doesn't have access to a premiere store to get the books now:

Power Strike scales to 2[W] at level 17 and 3[W] at level 27.
 
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Grabbed is in there. It ends if the grabber is subjected to an effect that prevents it from taking actions, or if the (grabbed) creature ends up outside the range of the grabbing power or effect.
Also, Grab is now a Basic Attack Power (page 27) at-will standard action, minor to sustain.
Can you provide the exact text please, because in 4E "Prevents it from taking actions" can have quite a wide or a narrow meaning.
 

Can you provide the exact text please, because in 4E "Prevents it from taking actions" can have quite a wide or a narrow meaning.
You will not be satisfied with the quote. This is the entire glossary entry.
grabbed [condition]: While a creature is grabbed, it is immobilized. Maintaining this condition on the creature occupies whatever appendage, object, or effect the grabber used to initiate the grab. This condition ends immediately on the creature if the grabber is subjected to an effect that prevents it from taking actions, or if the creature ends up outside the range of the grabbing power or effect.
 

You will not be satisfied with the quote. This is the entire glossary entry.

Yeah, I don't know if that only means if you are dazed, stunned, dominated it breaks the grab or if that would mean if you can't take opportunity attacks you can't grab. In other words, if Winged Horde still breaks grabs or not.
 
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It's possible (probable?) Dazed doesn't end grab now - after all, you can still take actions.

That's an excellent point.

I am totally not sure how it works now. I guess maybe the intent is that dominate and stun ends grabs, while you can be dazed or under the effect of winged horde and not lose your grab.
 
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During the wednesday DnD Encounters night, the store's preview copy was available to peruse. I have no real details, because I only briefly scanned it, but the main impression I got from it was that it was much more detailed than previous Player books. Powers like the Fighter's stances had a short paragraph of fluff and description before the power's writeup.
 

Yeah, in addition to the normal italicized flavour text, there's a short paragraph describing how each power would fit into the narrative of the game.

Also, for all of those people who might be wondering what constitutes the Minimum Investment for 4e Essentials, the beginning of the book has a brief overview of how the game is played and the skills section describes how all of the skills are used in play.

I think it's definitely possible to play a pretty decent game with just this book and the upcoming DMs kit. If you're willing to improvise or invent the more subtle aspects of the rules, you might not need the rules compendium after all. Throw in the monster vault, and you could reasonably play a full campaign.
 

There's a power I thought was very interesting. I won't post it verbatum, as I'm not sure if that would violate a forum rule, but it's a Knight utility that acts as a ranged pull against "one enemy in burst whose will is less than 12 + your level."

I will have a look and see if there other powers like this that automatically hit as long as the targets defense is below a specific threshold.
 


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