The Human Target
Adventurer
Yeah for sure I guess some engineering checks would fall under Dungeoneering.
Why IS it? or why isn't it? Its just movement, the whole point of the 4e rules is to avoid endless restating of things that are already defined. Its movement, and not shifting, so it just always follows all the normal movement rules, no statement is required.69. following up #62, if the movement associated with deft strike provokes opportunity attacks then why is it mentioned in the power description?
No, conjurations aren't creatures, and most of them have no OA, nor any other form of action economy. In order for this to work the conjuration would have to specifically state that it allows flanking with it and/or it can itself benefit from flanking (IE the caster can, a Flaming Sphere could in theory be written this way).70. can conjurations be involved in flanking?
It is best to think of 4e skills as focused areas of interest rather than little individual specific niche areas of expertise. The guy with Athletics likes to use physical strength to deal with problems. He may or may not be strong in an absolute sense, but he's got a knack for doing 'Athletic' types of things. Note that pure feats of muscle power such as lifting heavy objects uses Strength, not Athletics, and things like your carrying capacity are determined by raw Strength. Likewise Arcana is a general area of knowledge and practice which includes, potentially, some familiarity with the more odd sorts of otherworldly beasties.71. it seems that knowledge skills have been combined: arcana now includes arcana and the planes (with regard to the elemental chaos, the feywild, and the shadowfell); history now includes geography, history, local, and nobility; and religion now includes religion and the planes (with regard to the astral sea). but what happened to engineering?
72. where can i find rules and prices for barding?
Yeah for sure I guess some engineering checks would fall under Dungeoneering.
Because it is part of the power. Just because a power provokes doesn't mean the monster will take the oppie. If it is dazed, stunned, or dominated, it won't. If it is under a condition that specifically says it cannot make attacks, it won't. If it is marked by a fighter, and knows it will take punishment for even attempting to take the oppie, it may not.69. following up #62, if the movement associated with deft strike provokes opportunity attacks then why is it mentioned in the power description?
little phantasmal things, no. summoned allies usually can, however. Look at the power. Look at the creature.70. can conjurations be involved in flanking?
As has been mentioned, Dungeoneering will cover most likely possibilities. Some situations might allow for arcana, thievery, or nature rolls.71. it seems that knowledge skills have been combined: arcana now includes arcana and the planes (with regard to the elemental chaos, the feywild, and the shadowfell); history now includes geography, history, local, and nobility; and religion now includes religion and the planes (with regard to the astral sea). but what happened to engineering?
I wouldn't worry too much about that. Mounted combat in 4E is seriously nerfed. I consider it one of the biggest failings, outside of adding essentials and hybrids to the system. By now, someone has probably said where to find the prices, if they were ever made.72. where can i find rules and prices for barding?
69. following up #62, if the movement associated with deft strike provokes opportunity attacks then why is it mentioned in the power description?
70. can conjurations be involved in flanking?
71. it seems that knowledge skills have been combined: arcana now includes arcana and the planes (with regard to the elemental chaos, the feywild, and the shadowfell); history now includes geography, history, local, and nobility; and religion now includes religion and the planes (with regard to the astral sea). but what happened to engineering?
72. where can i find rules and prices for barding?
4e doesn't do much mounted combat.
IME, mounted combat works pretty well if you treat the mount as a companion of the PC's level (healing surges, and so forth) and (for non-combative mounts such as horses) gave them a "shared actions" trait. I am very opposed to the horses doing any independent fighting. Note that 1/encounter a mounted PC could make the horse trample, so it's a bit like having an extra encounter power, plus their speed goes up and their charge attacks do extra damage. It's a really good deal for 1 feat.
For NPCs, I do something similar. Horses are only worth half XP due to the shared actions (the speed and charge damage boosts mean they're still contributing somewhat), but if the bad guys were goblins riding worgs, the worgs are worth full XP because they're aggressive and do not have the shared actions trait.
My group is at a level (24th) where they have flying Phantom Steeds effectively at will - which means that many combats start with the PCs mounted, until those steeds take their 1 hp of damage . . .
73. is there a word limit on magic mouth?
74. do certain class abilities (like the rogue's weapon talent giving a bonus with daggers and the ranger's combat styles and powers focused on two-weapon fighting and archery) discourage creativity or "force" a character into a particular role?
i'm indebted for all replies.
Only what the DM decides. Most such abilities have a listed limit, and IIRC they're usually the same, so maybe steal one of those figures.
It depends.
The rogue's weapon talent doesn't. I have an eladrin rogue in my game who took a feat to use a longsword. He loses a die of sneak attack but can use the sword with two hands (+1 damage) and took the Eladrin Soldier feat (+2 damage to longswords and spears). His [W] and static boosts are higher but he gets fewer sneak attack dice and no dagger talent (I think he might have traded that out for crossbow benefits anyway). It's working out. A typical rogue would have had more accuracy, smaller [W], smaller static boosts and more sneak attack dice. Actually it's not very different in terms of what your PC can do.
Said rogue has a feat that lets him use Fey Step to do Thievery checks at range. It ... almost worked out. He rolled a natural 4, otherwise he could have stolen some keys and been far away before the theft was discovered, and he even arranged for a "cover story". None of this is based on his "build" anyway.
The ranger's combat style is pretty limiting. The specific modifiers are less important than the stats and powers selected. If you're an archer ranger, you pick Dex primary, which means Strength gets neglected and your melee attacks will be weak anyway. Dual-wielding rangers are quite weak (low AC, Wisdom is neglected so your skills are poor). Many ranger powers can be used with both ranged or melee attacks (these usually give you two shots; Twin Strike is the classic one there) so despite your build you can still "switch hit".
I wouldn't say it's much worse than in 3.x.
In any event, a ranger's role is "striker" and both ends match what you're supposed to do.
74. do certain class abilities (like the rogue's weapon talent giving a bonus with daggers and the ranger's combat styles and powers focused on two-weapon fighting and archery) discourage creativity or "force" a character into a particular role?
75. are there rules for creating new rituals?
76. are there rules for converting powers to rituals?
77. have the minor creation and major creation spells been described anywhere?
78. can a creature benefit from multiple commander's strikes by multiple warlords in the same round?
No, and there shouldn't be an overlap. If you want something to last a long time, it's a ritual. A power would last, at most, the duration of an encounter.