Post Playtest Questions for DDXPers.

Kitirat

First Post
Ok, some things I would love to know from people who played in the experience that came up as we playtested some games using the pregens and the monsters so far released:

1) Ongoing damage stacking? Does OGD stack, so if your hit twice with the same effect (save 5 damage from the blazing skeleton) do they stack and go to 10 points a round? I assume multiple different ones stack, but the same efect multiple times? Anyone know the answer?

2) When you get a free OA against a ranged weapon use against an adjecent opponent, I assume a successful attack prevent the ranged attack? Is that correct?

3) On the Clerics sacred flame and other effects, can you choose not to hit a target and just give the bonus? For example frei, bob and mac are in a bar and Mac gets posioned and will die on his turn. Can bob the cleric use sacred flame to give him a free save or does he have to blind side the serving wench bringing the beer to give his friend a save?

4) Minions die from damage correct (like Cleave), they are not immune to splash damage (non dice rolled damage), seems REALLY stupid if they are.

5) Minions get temp hit points. I assume you must get through those hit points before trashing the minion (how we played it was you killed them if you surpassed their temp points and if not, then all the temp points went away). (from the wyrmpriest is where the minions got their temp).

6) Anyone know how they fixed the paladin mark?

7) If you have not gone in the first round of combat yet, do you still threaten or like in 3rd not threaten squares?

8) If you gain temp hit points while in negatives, do you pop back alive and if so do you go to 0+temp points or whatever negative your were at + temp hit points? Do the temp hit points from the paladins at will strike stack similar question to the on going damage I would think).

9) If an ally gets a "slide ally" effect, can the ally refuse the slide or choose it themselves? Semms to take away the ability to control yourself if not.

10) Do close burst effects provoke an OA like range bursts?

11) Can wizards choose not to hit allies in their AOE?

12) Does standing over (in the same square) as a fallen Ally grant combat advantage to others? I assume it is at least difficult terrain?

13) How does level of the monster play in to an encounter? I thought it was all based on XP? Anyone know?

14) Are the Warlock and Eladrin teleports LOS only or can they "jump" pass doors, etc?

15) Do small creatures still get the attack and defense bonus for being small?

Well those are the ones for now.

See ya,
Kitirat
 

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2) No, there are no interrupts.
3) You have to hit someone for it to trigger at all.
4) Died to cleave in the game I played
7) Still threaten.
10) Close does not provoke.
11) No. (Unless they get a Paragon feat Golden Wyvern Adept, or are using an ability like Force Orb that specifies 'adjacent enemies'
12) No. No.
13) Higher level monsters are worth more xp.
14) LOS only in the game I played (specifically couldn't jump through a wall)
15) Not as far as I can tell.
 

Kitirat said:
11) Can wizards choose not to hit allies in their AOE?

This would kind of make the following feat pointless;

Golden Wyvern Adept
Tier: Paragon
Benefit: You can omit a number of squares from the effects of any of your area or close wizard powers. This number can’t exceed your Wisdom modifier.

Things like the out of combat use of powers seems unlikely to be able to be addressed given the overly combat orientated nature of the DnDXP events. But its not like the situation cannot easily be house rulled to deal with that, though I can see the evil cleric casually stabbing some passing patron to trigger the ability to save a fellow PC they think its worth while for... :)
 

I wasn't at the DDXP, but I've read the reports of almost everyone who has (and who has posted). So, here's what I know:

1) It seemed like ongoing damage stacked if it was from a different source. Meaning if a blazing skeleton hit a target that already had the skeleton's 5 ongoing fire damage, the additional 5 wouldn't stack, but if a second blazing skeleton hit the same target, it would put 5 ongoing daming on it(counted as two different effects that need to be saved against individually). Different sources on the same creature were stated to stack as well. The black dragon's 5 ongoing acid from its bite and 5 ongoing from its breath weapon could both be on the same target.

2) Nothing I've read says the ranged attack is stopped when hit by an AoO.

3) AFAIK, power only activates if you hit. Just borrow a rat from the bag the warlock carries around for emergency teleports.

4) Minions don't die on hit, they have a certain amount of hp(see the vampire spawn minion with 10 as a 6th level minion). My guess is that they just wrote that since none of the pregen'd characters could do less damage than the kobold minions 2 or 3 hp. I figure minions get about 1/10 the hp of the base creature or 1-2 per minion level...

5) See above.

6) No idea about the pally mark, though I remember reading a WotC post about using tokens for tracking what was marked/bloodied/etc in which the Paladin's mark was placed on one round and was gone in the next, so it was lost somehow...

7) Flat-footed no longer exists. Only difference there seems to be for creatures who have not yet acted in combat is that characters/creatures with the First Strike ability gain combat advantage against them.

8) Never thought about that. My guess is that you can't get temp hp unless you have actual hp.

9) Never heard anything about this, but I'm pretty sure (and I'd never allow it in one of my games) that you can't move an ally without their permission.

10) It was stated that close bursts don't provoke.

11) AoE hits exactly what it states in its description, unless you have something that gives you an exception.

12) I would assume standing over your ally has no mechanical effect excepting that the ally wouldn't be able to stand up while you were there.

13) I think the level of the monster is mostly for quick eyeballs on figuring out what to put in an encounter and for creating the monster. When actually calculating out its challenge, just go with xp.

14) I've heard teleports are LOS.

15) Looks to me like they do, but opinions (and calculations) vary on this one.
 

Yes i've also had questions

1) Can warlocks use Fey Pact (Misty Step) on monsters who are already on 0 or below. It seems like its only when you bring them to 0 or below, as if when you strike the killing blow as such. But the or fewer is a bit vague.

2)Did I read somewhere monsters fall unconcious on 0 health now? If not, am I crazy?

3)Does concealment just give a +2 bonus, as if you had cover?
 

I'll just answer this one because all the other ones seem to have been answered already.

13) The level of a monster affects his skill checks, So a 4th level monster with an 18 Strength would have a +6 modifier on check involving STR.
 

Looks like I have most of these, but a few seem still unanswered from people at DDXP, anyone else have info?


THANK YOU EVERYONE for the responses.
 

Kitirat said:
2) When you get a free OA against a ranged weapon use against an adjecent opponent, I assume a successful attack prevent the ranged attack? Is that correct?
No. After the OA is resolved, the ranged attack continues unless the enemy in question is unconscious.

3) On the Clerics sacred flame and other effects, can you choose not to hit a target and just give the bonus? For example frei, bob and mac are in a bar and Mac gets posioned and will die on his turn. Can bob the cleric use sacred flame to give him a free save or does he have to blind side the serving wench bringing the beer to give his friend a save?
It never came up. I'm guessing, however, that there will be some exception for out-of-combat use.

11) Can wizards choose not to hit allies in their AOE?
It seemed to depend a great deal on the spell descriptor. If the spell specified "enemies," or "foes," the power only affected monsters.
 

Serdain said:
Yes i've also had questions

1) Can warlocks use Fey Pact (Misty Step) on monsters who are already on 0 or below. It seems like its only when you bring them to 0 or below, as if when you strike the killing blow as such. But the or fewer is a bit vague.

2)Did I read somewhere monsters fall unconcious on 0 health now? If not, am I crazy?

I'm pretty sure monsters just die outright at 0 hp now, so shooting them again isn't going to help. Though there is an option to choose your final damage to be nonlethal.
 

Another thing i've been wondering, say your dcharacters get into an event where they get thrown into a solid concrete cell for years and is cleverly designed for them to break out and have escapades in escaping a prison. What's to stop the casters from just repeatedly hammering the walls with their spells until they dig a hole to the other side of the world? Theoretically casters could just drill through walls all the time with their at will powers..
 

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