Playtesting questions

Li Shenron said:
For example, the fighter's power to push other characters is probably useless if you don't use it to push the foe towards a trap/pit or to give an ally a benefit from that (like, not having to shift to reach the foe, or being able to target the foe with a spell without hitting the ally with splash damage etc.). It's quite hard to figure these things out in early games*, but it looks like there's a lot of tactics to explore.

I'd bet the fighter's power is also useful for pushing foes out of AoO range so that the ranged strikers can do damage without triggering AoOs.

--G
 

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Goobermunch said:
I'd bet the fighter's power is also useful for pushing foes out of AoO range so that the ranged strikers can do damage without triggering AoOs.

--G

(been lurking here for a while, absorbing all the 4E goodness and finally decided to post)

When I read this power I was actually excited to see it, I envision using it agasint enemies that want to try to continually shift towards the less resilient party members
 

keterys said:
1) Speed = 2, except for teleportation.
2) Not stack.
3) Takes 5 more damage
4) move. Does not provoke.
5) Effectively +5 to all defenses. Do not provoke for movement.
6) Just movement, ranged, area.

Least, that's how they were done at my tables.

Invisibility = -5 to attacks made against you, not +5 defenses. Enemies who cannot see you also grant you combat advantage.

Attackers may use perception checks and attempt to discern the location of an invisible foe and target its square and attack-again, at a -5.
 

Baumi said:
PVP was never a strong point of D&D and most other RPG's. It would be better if you try one of the free Adventures (or one Encounter from them), that should be more fun and work more smoothly (many PC-powers work best in combination with others and Monsters are different to run then PCs).

I know. That's why I said that our testing was limited. However, it was not really PvP. I don't know how you define PvP, but anyway: I was running 3 characters at once, against the PCs, so that' not different from what can happen during a game, when the PCs meet 3 NPCs (except that perhaps according to the rules the NPC might be different?).

Baumi said:
Why did it take so long for just 8-10 rounds? There are no full-round Attacks anymore and most Actions are over with just one roll...

10 rounds x 6 character is 60 turns. If we have took 2 minutes per turn, it's already 2 hours. But as I said, we definitely wasted some time choosing which powers to use (3 actions per round, plus checking reactions is not little) and trying to understand how they work.

Baumi said:
Thats no advantage, the enemy would come at the same speed after you and the range of the weapon stay the same if you run straight or diagonal. Also in most Terrains (City, Dungeon, Wood,...) you cannot run diagonal all the time.

Yeah, I just mean that probably because we're not used to the new diagonal measurements, we were often caught by surprise, expecting that something was far away enough and instead it wasn't.

Baumi said:
The Ranger is a great Damage Dealer, but that's normal since he is a striker. But Accurate Strike is not that great .. did you use the revised Version (only 1d10 Damage)?

I understand that strikers are purposefully designed as damage dealers. However, it felt pretty unfair. Careful Attack (that's actually the right name, which I had forgot!) was a real killer at 1st level with an attack bonus of +10 and with a damage of 1d10+1d8+4. The problem is that it's like that all the time, because it's an at-will.

We'll try to play again one of these evenings, and see if maybe it was just lucky with the dice.
 

Li Shenron said:
I understand that strikers are purposefully designed as damage dealers. However, it felt pretty unfair. Careful Attack (that's actually the right name, which I had forgot!) was a real killer at 1st level with an attack bonus of +10 and with a damage of 1d10+1d8+4. The problem is that it's like that all the time, because it's an at-will.

We'll try to play again one of these evenings, and see if maybe it was just lucky with the dice.

Just a small Errate: Carefull Attack (or whatever the Name is) does only 1d10 damage anymore (no +4).
 


Badkarmaboy said:
Invisibility = -5 to attacks made against you, not +5 defenses. Enemies who cannot see you also grant you combat advantage.

Attackers may use perception checks and attempt to discern the location of an invisible foe and target its square and attack-again, at a -5.

Yeah, I wasn't sure whether it -attack or +defense, thanks!
 

Li Shenron said:
6) Looks like only movement, or ranged and area attacks provoke AoO... how about personal spells and effects (e.g. teleport)?

The offensive spells have a range so I take it that a Wizard and Warlock suffer an opportunity attack if a foe is adjacent when they cast a spell?
 

Badkarmaboy said:
Invisibility = -5 to attacks made against you, not +5 defenses. Enemies who cannot see you also grant you combat advantage.

Attackers may use perception checks and attempt to discern the location of an invisible foe and target its square and attack-again, at a -5.
I'd like to add this to the Pre-Release Rules Compilation (AKA PHB-Lite) - do you have a source I could point to for this information?

Much obliged,
Verys
 

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