Plane Sailing
Astral Admin - Mwahahaha!
Mustrum_Ridcully said:I am not sure about the context, but it could be the Dragon Shield was just sleeping? (Sleep spell)
er, yes, that as well!

Mustrum_Ridcully said:I am not sure about the context, but it could be the Dragon Shield was just sleeping? (Sleep spell)
Rechan said:In the thread about marking, Diirk gave a really good narration:
In other words, when a Fighter marks an enemy, he's giving Aid Another to any other target's AC.
Hussar said:Lizard - well written review.
On the "couldn't care about the characters thing". Well, they were pregens, so, really, how much can you care about them? They're not "your" character. They're throwaways and everyone at the table knows this. No one is invested in the characters or the adventure in any way beforehand, so, expecting deep experiences is a bit unrealistic IMO.
Lizard said:Ah. So I'm glad we ran it as written then. Daaaayumn....
"So, guys, it's about time we played 4e. What characters do you want?"
"Rogue."
"I'm a rogue."
"I think I'll go for rogue."
"Hmmm...rogue."
Lizard said:Just to be clear, that wasn't inteded to be a criticism of the module, but, rather, a reason for why feelings were more negative than the rules themselves might justify. With any emotional investment or the process of rolling up characters and seeing all the options, it's hard to "Get into" the game, and no matter what, mentally/emotionally, you're going to be comparing "The game I'm in every week, with the characters and world I care about, to this new thing". It might not be fair or rational, but it's how humans are. I have to notice that a lot of the posters saying "Our group can't wait for 4e!" also tend to be people not currently in active, ongoing, campaigns. Not all, but a lot have said "We gave up on 3e when the splatbook creep happened", or "I stopped running 3e when the villain I took three hours to stat was killed in the first round".
Lizard said:Just to be clear, that wasn't inteded to be a criticism of the module, but, rather, a reason for why feelings were more negative than the rules themselves might justify. With any emotional investment or the process of rolling up characters and seeing all the options, it's hard to "Get into" the game, and no matter what, mentally/emotionally, you're going to be comparing "The game I'm in every week, with the characters and world I care about, to this new thing". It might not be fair or rational, but it's how humans are. I have to notice that a lot of the posters saying "Our group can't wait for 4e!" also tend to be people not currently in active, ongoing, campaigns. Not all, but a lot have said "We gave up on 3e when the splatbook creep happened", or "I stopped running 3e when the villain I took three hours to stat was killed in the first round".
Note: if you do this, then sleep comes much closer to a save or sit out the fight effect, which is ostensibly against the 4e philosophy.mrcatman said:Our group had issues with this power too. Normally, if one hits with their "save ends" type power, the "hit" effect takes affect immediately, and there is no save made right away. Foes are not granted a save to negate it until the end of THEIR next turn. Thus, the power that hits is guaranteed to have an ongoing effect that lasts at least 1 round.
Sleep wording seems to indicate the wizard casts, hits, enemies are immediately slowed. Then on foes' turns (end of their turns, after they've acted), they make a save vs. the slow. If they fail that, they immediately fall asleep. If they make their save, however, they are not asleep, and the slow ends. Net result is they only were slowed for 1 turn.
This seems different from the rest of the known powers (at least, off the top of my head). Most powers' primary function happens immediately if the attacker hits the defense. So if you toss a sleep spell, and your attack check hits the Will defense, they *should* fall asleep (grin). It's almost like the sleep is currently written to ramp up from slowed to asleep (sounds cool in theory, but is lame in practice as a daily power, IMHO).
We've slightly reworded the HIT effect to be this...
"Hit: The target immediately falls asleep (save ends). If target makes its save, it wakes up but is slowed (save ends)."
This way they are sleep'ed for at least one round (on a hit) and slowed for a least one round (on a miss). Only time will tell if this is too powerful, but we're guessing it isn't too power for a daily power.
Lizard said:Everything describing marks makes sense, UNTIL you get to the "one makr supersedes another" balance rule. Why can't TWO fighter both decide to focus all their attention on the same Big Bad? Because in playtest, this proved too powerful and nerfing marks was not the preferred solution.