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I got to play Scalegloom and Escape from Sembia
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<blockquote data-quote="Iron Sky" data-source="post: 4144725" data-attributes="member: 60965"><p>What could you do in 3E to stop melf's damage? Cast dispel magic on yourself? If you're a 3E non-caster(or a caster at low levels where melfs is more likely to be used) and have several rounds of melfs acid arrow on you, what did you do to get rid of it?</p><p></p><p>It's stated that the heal skill can be used to "grant a saving throw," so my guess is there'd be the option to use the heal skill on yourself/someone else to do just that. If your buddy sacrifices his turn to make a heal check, he can give you another chance to save before you take the damage, while if you make a heal check on yourself, you'll take the damage first but then get two chances to save(1 from the heal check, 1 at the end of your turn) - this is my best guess anyway.</p><p></p><p>Individual actions are "cheaper" in 4E than they were in 3E, so this might be viable if ending a status effect/ongoing damage is more important to you than whatever else you might have spent your turn doing...</p><p></p><p>Also, if you are with a paladin, he has Divine Mettle, which gives you a chance to make an immediate saving throw - with a bonus. I would bet other classes, leader role classes especially, get more powers like these as well.</p><p></p><p>Another case of 4E's teamwork beats individualism mentality.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4144725, member: 60965"] What could you do in 3E to stop melf's damage? Cast dispel magic on yourself? If you're a 3E non-caster(or a caster at low levels where melfs is more likely to be used) and have several rounds of melfs acid arrow on you, what did you do to get rid of it? It's stated that the heal skill can be used to "grant a saving throw," so my guess is there'd be the option to use the heal skill on yourself/someone else to do just that. If your buddy sacrifices his turn to make a heal check, he can give you another chance to save before you take the damage, while if you make a heal check on yourself, you'll take the damage first but then get two chances to save(1 from the heal check, 1 at the end of your turn) - this is my best guess anyway. Individual actions are "cheaper" in 4E than they were in 3E, so this might be viable if ending a status effect/ongoing damage is more important to you than whatever else you might have spent your turn doing... Also, if you are with a paladin, he has Divine Mettle, which gives you a chance to make an immediate saving throw - with a bonus. I would bet other classes, leader role classes especially, get more powers like these as well. Another case of 4E's teamwork beats individualism mentality. [/QUOTE]
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I got to play Scalegloom and Escape from Sembia
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