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*Dungeons & Dragons
Power " Invitation to Defeat " unclear
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<blockquote data-quote="Tony Vargas" data-source="post: 7454079" data-attributes="member: 996"><p>Hi Inge!</p><p></p><p>You are experiencing a very typical moment of cognitive dissonance as someone who has played D&D before and is trying to understand something in 4e that would be very simple, if only you hadn't. ;(</p><p></p><p>In essence, there are no "saves" in 4e. All attacks are resolved with attack rolls, by the attacker, including magical attacks. To really grok that, you have to understand that in all other versions of D&D, physical attacks use a roll by the attacker to see if the defender isn't affected by them, but magic and poison (among other things), instead require a roll from the defender to see if he is affected by them. Both attacks and saves are d20 rolls that deliver a pass/fail result, and are thus mathematically equivalent, so they are redundant. Saving throws have no reason to exist, they are a needless complication to the game.</p><p></p><p>4e simplified the game by making all attacks resolved by the attacker rolling an attack roll vs a defense. </p><p></p><p>What 4e calls a 'save' (in the notation 'save ends') is really a randomized durration that's checked each turn, at the end of the victim's turn. Unlike an attack roll, the DC is fixed at 10. Sometimes a save is modified. But the idea is simply that, at the end of your turn, each effect you're under that a save can end, you roll a d20 vs DC 10 to see if it stops affecting you. </p><p></p><p>So, what the above power does is attack every enemy within 5 of you and pull them if you hit. If the pull results in any of them being adjacent to you, those enemies are weakened, and the weakened condition lasts until they make that DC 10 check at the ends of their turns. </p><p></p><p>Separate from that you start up an effect that surrounds you, in the squares adjacent, that makes enemies in it weakened and take extra damage. All they have to do to escape the effect is not stand next to you! No saves required (not even the 4e badly-miss-named random durration 'saves'). Each round you can use your minor action to keep that effect going. Once you fail to do so for whatever reason, it ends. So, again, 'sustain' is just a durration mechanic, a durration under your control, instead of a random one (like 'save ends') or a fixed one (like 'end of next turn' or 'end of the encounter').</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7454079, member: 996"] Hi Inge! You are experiencing a very typical moment of cognitive dissonance as someone who has played D&D before and is trying to understand something in 4e that would be very simple, if only you hadn't. ;( In essence, there are no "saves" in 4e. All attacks are resolved with attack rolls, by the attacker, including magical attacks. To really grok that, you have to understand that in all other versions of D&D, physical attacks use a roll by the attacker to see if the defender isn't affected by them, but magic and poison (among other things), instead require a roll from the defender to see if he is affected by them. Both attacks and saves are d20 rolls that deliver a pass/fail result, and are thus mathematically equivalent, so they are redundant. Saving throws have no reason to exist, they are a needless complication to the game. 4e simplified the game by making all attacks resolved by the attacker rolling an attack roll vs a defense. What 4e calls a 'save' (in the notation 'save ends') is really a randomized durration that's checked each turn, at the end of the victim's turn. Unlike an attack roll, the DC is fixed at 10. Sometimes a save is modified. But the idea is simply that, at the end of your turn, each effect you're under that a save can end, you roll a d20 vs DC 10 to see if it stops affecting you. So, what the above power does is attack every enemy within 5 of you and pull them if you hit. If the pull results in any of them being adjacent to you, those enemies are weakened, and the weakened condition lasts until they make that DC 10 check at the ends of their turns. Separate from that you start up an effect that surrounds you, in the squares adjacent, that makes enemies in it weakened and take extra damage. All they have to do to escape the effect is not stand next to you! No saves required (not even the 4e badly-miss-named random durration 'saves'). Each round you can use your minor action to keep that effect going. Once you fail to do so for whatever reason, it ends. So, again, 'sustain' is just a durration mechanic, a durration under your control, instead of a random one (like 'save ends') or a fixed one (like 'end of next turn' or 'end of the encounter'). [/QUOTE]
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