Excerpt: Paragon paths (merged)

Stalker0 said:
If the pregen rules hold up, this is not possible. The rules state a specific order of events, action point actions occur AFTER your regular actions, so you can't pull off that little trick:)

Scalegloom Hall disagrees with you.

It says:

Any Order. You can take your actions in any order, and you can skip any of them.
...
Extra Action. You can take an extra standard action by spending an action point (see "Action Points).
...
Action Points (...nothing about having to take them after normal actions...)
 

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Paragon Paths are way better than I imagined. 4E RAWK!

There are 8 paths in this preview, 1 for each class. It has been revealed that there is a total of 12 paths in the first PH. It will be interesting to see what will be these additional paths.

I think an Eladrin or Half-Elf Ranger who choose the Stormwarden path makes a really nice combo. (I'm still waiting for the Druid, and the primal power source.)

-The choice to Multiclass instead, is really cool.
-Confirmation on build choice for different class, TWF for Ranger, and Melee for Cleric.
-Spear and polearm push, that's fun.
-Weapon categories: light blade, and heavy blade.

I'm impressed so far by the plethora of new options in 4E. It's a completely new game. To make an analogy with software version, it's almost as if it was a jump from v1.1 to v3 in one shot!

Plus power cards next. Yay! :cool:
 
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Lurker59 said:
I highly doubt damage would be retroactively added to attacks. Rather it makes the decision to use the action point first and gain the benefit for two standard attacks, or wait to see if you can drop the monster in one attack and then use an action point if it's still on its feet.

I understand what you're saying, but can't help noticing that the "Shadow Assassin's Action" power applies "until the start of your next turn". That's a different wording, and IMO implies that the intended effect of the Warpriest ability is something other than "until the start of your next turn".

ShockMeSane said:
Yea, I'm pretty sure the spirit of the power isn't that it retroactively damages enemies. I mean, if thats how you want to do it, thats cool with me, but it ain't happening in my campaign. Too obtuse for my tastes.

I don't like the possibility of retrospective damage either, but that seems to be what the power allows for.
 

Colmarr said:
I understand what you're saying, but can't help noticing that the "Shadow Assassin's Action" power applies "until the start of your next turn". That's a different wording, and IMO implies that the intended effect of the Warpriest ability is something other than "until the start of your next turn".


No it doesnt, because common sense and logic dictate that you don't retroactively cause additional damage. Nothing in D&D does that. And if it does, it is a rare and special case, which is not the case for the Warpriest's action point enhancement.
 

Talath said:
common sense and logic dictate that you don't retroactively cause additional damage. Nothing in D&D does that. And if it does, it is a rare and special case, which is not the case for the Warpriest's action point enhancement.

Emphasis mine. Who says?

My point is that this rule is either (A) problematic in its operation (if it does apply retrospectively) or (B) poorly drafted (if it doesn't). I stand by that position.

And in case people are about to "fire up", don't get me wrong. I'm not rubbishing 4e. I was the one who pushed my defunct gaming group back into D&D when 4e was announced. IIRC I have loved 90% of the information released about 4e so far. The great majority of my 4e posts have been positive. But as a long-time DM, I read this power and immediately saw problems with it...
 
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Colmarr said:
Emphasis mine. Who says?

Don't get me wrong. I'm not rubbishing 4e. I was the one who pushed my defunct gaming group back into D&D when 4e was announced. IIRC I have loved 90% of the information released about 4e so far.

However, I consider that this rule is either (A) problematic in it's operation (if it does apply retrospectively) or (B) poorly drafted (if it doesn't).

Note that the power says "this turn," not "this round." Could be that "turn" has a specific definition that clarifies this.

Just one possibility.
 


Surgoshan said:
But by the upper levels, that's an unarmed opportunity attack that's averaging 10 damage, possibly against a racial weakness.


Have you forgotten already? stat mods are based on level as well as the actual stat. by the time you get that ability at 11th level(mods increase by 1/2 per level so +5 then and it only gets better...). and with a 16-20 int to start... we're talking 1d8+10 or easily up to +14, when you first get the ability.

plus all the other stacking things that people posted already...

Very powerful... even more so since you can choose the element to use and hit a vulnerability.
 

Cold Steel Hurricane Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind, flay them alive.

That's like saying...

Ultimate Rogue Power 20
You run up to someone and, like a camel, stab them in the face.
 

Colmarr said:
Emphasis mine. Who says?

Don't get me wrong. I'm not rubbishing 4e. I was the one who pushed my defunct gaming group back into D&D when 4e was announced. IIRC I have loved 90% of the information released about 4e so far.

However, I consider that this rule is either (A) problematic in it's operation (if it does apply retrospectively) or (B) poorly drafted (if it doesn't).

So, I think it's that the AP use gives the buff on any standard actions taken after it. Shadow Assassin's coolness is that his AP thing carries over until the end of his next turn. The whole wording of "When you spend an action point..." implies (to me, at least) that the sweet damage bonus does not kick in until after it is used.

/2 cents
 

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