Magic Items #2


log in or register to remove this ad

keterys said:
Milestones are 'as appropriate', with a suggestion of every 2 encounters. You gain an action point for each milestone you pass without taking an extended rest.

You get three actions per round (Standard, Move, Minor - downgradeable from left to right), while Free are actually Free.
Since everyone gains a benefit from milestones, I expect that it'll become second nature to keep track of them.

Minor actions can only be used on your turn. They're what 3e calls swift actions, but have more uses than spellcasting and magic item activation now. Free actions can be done at will, even when it's not your turn, and there's no restriction on the number you can use.
 

You get 1 minor action per turn (unless you swap out a move or standard for another)

A free action is... free.

Edit: Ninja'd!

Is it just me or do the level 5 items on the first list seem less powerful than all the others?

Also, I don't think anyone has to keep track of a milestone but the DM, who can simply say "milestone!" whenever plalyers do good (after a few encounters) and hand out action points.

FItz
 
Last edited:

keterys said:
You get three actions per round (Standard, Move, Minor - downgradeable from left to right), while Free are actually Free.
Minor actions seem to be the old "swift actions" (with emphasis on the Star Wars Saga version of swift actions).
 

A'koss said:
What's the difference between a "Minor" and a "Free" action again?
A minor action is the equivalent of a 3.5 swift action (except that you can trade a standard or move action to gain an extra minor action). It can only be performed on your turn. A free action can be taken at any time.
 

Nikosandros said:
A minor action is the equivalent of a 3.5 swift action (except that you can trade a standard or move action to gain an extra minor action). It can only be performed on your turn. A free action can be taken at any time.
A Free Action can be taken out of your turn?
 



Kraydak said:
Given the number of granted, less than per-encounter item abilities, I wonder what mechanism they have to prevent the "bag-o-replacement-items" issue.

In 3rd edition items with per day uses need to be worn for a full day to "attune" before they work. 4E may do something similar (although per encounter items could just need to be worn for a full encounter or at the start of the encounter), but if they don't I will probably add that rule.
 

The shield reflex enhancement is a problem for me. I can understand a shield giving you cover against a dragon breath, but a shield allowing you to escape a pit trap ?

In 3e terms, it means that shields now count for touch AC and reflex saves. This make them very potent objects, we will see if TWF and THW are on par with "sword and board".
 

Remove ads

Top