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<blockquote data-quote="Iron Sky" data-source="post: 4110232" data-attributes="member: 60965"><p>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:</p><p></p><p>1) It seemed like ongoing damage stacked if it was from a different <em>source</em>. 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.</p><p></p><p>2) Nothing I've read says the ranged attack is stopped when hit by an AoO.</p><p></p><p>3) AFAIK, power only activates if you hit. Just borrow a rat from the bag the warlock carries around for emergency teleports.</p><p></p><p>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...</p><p></p><p>5) See above.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>8) Never thought about that. My guess is that you can't get temp hp unless you have actual hp.</p><p></p><p>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.</p><p></p><p>10) It was stated that close bursts don't provoke.</p><p></p><p>11) AoE hits exactly what it states in its description, unless you have something that gives you an exception.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>14) I've heard teleports are LOS.</p><p></p><p>15) Looks to me like they do, but opinions (and calculations) vary on this one.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4110232, member: 60965"] 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 [I]source[/I]. 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. [/QUOTE]
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