D&D 4E Raiders of Oakhurst: A 4E Fan Playtest Adventure


log in or register to remove this ad

Xorn,
Unless they roll a 1... "So what's with the tourniquet?" "It stops 'em from bleedin to death!" "Oh...Umm, So shouldn't that be on his arm instead of his neck?" :-)
 

Trying to understand some rules...

So, for the DMs who already ran Oakhurst, I could really use some help trying to figure out how to handle these questions:

For ranged weapons, how do you play "normal" versus "max" range?

How does concealment work?

What's the range and duration on a sunrod for low-light vision and for normal vision?

How does slowed work?

How does "Sustain Minor" work (e.g. Curse of the Dark Dream)?

How does "resist fire 5" work? I presume that if resisting, for instance, a Reflex attack from fire, you gain 5?

On a Longbow, I see "load free"? Does that mean it's not a minor action to load, or something like that?

Does perforing a Ranged Attack grant an Opportunity Action for adjacent foes with melee weapons?

If you get an Opportunity Action, can you use Powers? At-Will powers, maybe?

How much AC bonus do various armors and shields grant?

What kind of action is it to stow and draw a new weapn?

How do temporary hit points work? At the top or bottom? Does it affect Bloodied or Healing Surges?

What's a Close burst 2? Is that like, 27 squares?

What's "vulnerability", just a straight subtraction? Does it apply to all defenses, Fort, Will, Reflex, AC?
 

This is my understanding but I could be wrong (Those more in the know feel free to correct Thanks)
For ranged weapons, how do you play "normal" versus "max" range?
Within normal range no penalty, between that and max -2 (guess)
How does concealment work?
I believe it’s roll d20, 11 or higher you hit
What's the range and duration on a sunrod for low-light vision and for normal vision?
Unknown
How does slowed work?
Movement drops to 2
How does "Sustain Minor" work (e.g. Curse of the Dark Dream)?
You use your minor action to keep the effect going
How does "resist fire 5" work? I presume that if resisting, for instance, a Reflex attack from fire, you gain 5?
Reduces fire damage by 5
On a Longbow, I see "load free"? Does that mean it's not a minor action to load, or something like that?
Free action to load
Does perforing a Ranged Attack grant an Opportunity Action for adjacent foes with melee weapons?
Yes
If you get an Opportunity Action, can you use Powers? At-Will powers, maybe?
Basic attacks only unless specific ability dictates otherwise
How much AC bonus do various armors and shields grant?
Light +1, heavy+2 (also adds to ref save)
What kind of action is it to stow and draw a new weapn?
Minor
How do temporary hit points work? At the top or bottom? Does it affect Bloodied or Healing Surges?
Adds to current HP amount, Top, Bloodied I think yes if it brings you above, healing surges I would say no
What's a Close burst 2? Is that like, 27 squares?
I believe below is accurate
[][][][][]
[][][][][]
[][]X[][]
[][][][][]
[][][][][]
What's "vulnerability", just a straight subtraction? Does it apply to all defenses, Fort, Will, Reflex, AC?
I believe vulnerability is taking extra damage from a specific type of attack
 

For ranged weapons, how do you play "normal" versus "max" range?
For range greater than normal, up to max, -2 on attack roll.

How does concealment work?
Back and forth a lot, but I've seen enough DDXP folks report it's +2 defense (+5 defense for total concealment). As this is in-line with partial/full cover, I've gone to this for now. It also supports the "less rolls" idea of 4E.

What's the range and duration on a sunrod for low-light vision and for normal vision?

http://www.dandwiki.com/wiki/Sunrod_(SRD_Equipment)
Low-light vision sees shadowy light as though it were normal, but not beyond that.

How does slowed work?
From the Quick Play Rules, speed is 2. If it was 1 or 0 already, no effect.

How does "Sustain Minor" work (e.g. Curse of the Dark Dream)?
From QPR, as long as you keep spending a minor action each turn, the effect doesn't end. (Though a save stops the effect.)

How does "resist fire 5" work? I presume that if resisting, for instance, a Reflex attack from fire, you gain 5?
Assumed to mean "ignore the first 5 fire damage"?

On a Longbow, I see "load free"? Does that mean it's not a minor action to load, or something like that?
Don't know, assumed it meant you automatically load is as part of your attack (or free action).

Does perforing a Ranged Attack grant an Opportunity Action for adjacent foes with melee weapons?
Yes. Ranged or Area attacks provoke. Close, Personal, and Melee do not.

If you get an Opportunity Action, can you use Powers? At-Will powers, maybe?
May use basic melee attacks. Same if you Charge.

How much AC bonus do various armors and shields grant?
Not a clue in the world--we don't know the mechanics behind the character sheets.

What kind of action is it to stow and draw a new weapn?
Minor actions to stow/draw a weapon. Mage hand lets a wizard exchange an object in hand for an object in pack.

How do temporary hit points work? At the top or bottom? Does it affect Bloodied or Healing Surges?
At the top (you lose them first) and they don't stack. If you have 2 and you gain 3, you have 3 now. I would say that temp HP can bring you above Bloodied, but they should not alter the amount your healing surge heals.

What's a Close burst 2? Is that like, 27 squares?
I believe it's been played as all squares within 2 of a center square or intersection (open to interpretation); center square must be adjacent to "caster". So a box 4-5 squares across, and the middle must be adjacent to caster (or on one of the caster's corners).

What's "vulnerability", just a straight subtraction? Does it apply to all defenses, Fort, Will, Reflex, AC?
If the type of damage you are vulnerable to hits you, you take that much extra damage. (Such as the cleric's cascade of light. After it hits, the target takes 5 extra damage from all the clerics attacks till they save.)

Note that a BLAST (not Burst) is all squares within X of a square/intersection--not a straight line. A close blast must me adjacent to the caster. Like the dragon's breath--place a 5x5 blast touching the dragon's area, that's the effect.

At least that's how I've seen it explained by people who were at DDXP.
 

Thanks, Xorn. I should rephrase one of my questions, though:

I saw on one of the DDXP sheets for longbow that the specific character (the Ranger) had "load free" listed at the end of their longbow stat. That made me say, "Ah - so, apparently that's an exception for the Ranger. Presumably, other characters trying to use a bow do NOT have load free. So, if they don't have load free, what does it take to load? Free Action? Minor Action?"
 

MattCruikshank said:
Thanks, Xorn. I should rephrase one of my questions, though:

I saw on one of the DDXP sheets for longbow that the specific character (the Ranger) had "load free" listed at the end of their longbow stat. That made me say, "Ah - so, apparently that's an exception for the Ranger. Presumably, other characters trying to use a bow do NOT have load free. So, if they don't have load free, what does it take to load? Free Action? Minor Action?"
None of the other DDXP characters have a longbow, so I think it's more likely that they just put that there so you'd know the ranger didn't have to spend an action loading his bow. If one of the DDXP characters had a crossbow, it might say "load minor" or even "load move" or something ... I wouldn't worry too much about it, if I were you.


We also wondered about how concealment works (since the DDM 2.0 rules have concealment with a number, eg Conceal 5, that you have to roll to beat. Invisibility grants Conceal 11. I doubt that's what the full 4e rules will be like, though ...).

RE the AC/shield bonuses ... we had no clue either so I just ignored any issues that came up with that (like when I attacked the PCs in the night with two zombies and the paladin's player asked about what to do since his character would have presumably taken off his armor to sleep). I also ignored vision issues because I didn't know what sort of game play effect low light/non-magical darkness has (does it provide concealment?). For that matter, what effect does blinded (from the dragon's darkness ability) have? Is it just that it blocks line of sight for everyone but the dragon?

I had more creative uses of mage hand from my players last night as well. Thanks to last week's experience with the wizard's player using it to repeatedly pick up a 20lb rock and attempt to drop it on the hobgoblins, last night I had the wizard's player picking up caltrops and daggers and dropping them on the enemy ... I made it a straight Dex vs Ref attack - with the idea being that it's a test between the wizard's ability to position the hand and have it let go of the object before the target can get out of the way. I have a feeling this might be an abuse of the spell but at this point it's hard to tell. One thing I did decide was that both it and the light spell could only be used on unattended objects (the wizard's player wanted to use the hand to get the dagger he'd dropped into the shoulder of a hobgoblin and later on he wanted to cast light on the paladin's armor).
 

Concealment: I really didn't like the 3.5 or DDM2 rules for Concealment being used for 4E, as it just didn't feel right. It's a clumsy mechanic easily simulated with a defense bonus (fitting 4E). When I saw some people that claimed to have been at DDXP saying it was a +2 all defense bonus, I jumped on it, and I've liked it a lot. Expanding on Cover vs Total Cover, I decided Total Concealment (blindness, invisibility, etc) would mean +5 all defense bonus, and can not be targeted by ranged attacks.

That's how I played the dragon's darkness (invis/blindness = total concealment + unaware have combat advantage), too. Saved the warlock, too--she was almost dead when she got caught in the breath weapon--but had just landed an Eyebite, and was behind the paladin, so had +2 cover and +5 total concealment. Breath missed, she lived. The cover might not have been legit, as it's an area attack, but the +5 saved her, so moot point. :)
 

Xorn said:
Note that a BLAST (not Burst) is all squares within X of a square/intersection--not a straight line. A close blast must me adjacent to the caster. Like the dragon's breath--place a 5x5 blast touching the dragon's area, that's the effect.

At least that's how I've seen it explained by people who were at DDXP.
So is a blast not just a renamed cone? That sounds like it's another weird square effect ...

And it looks like line attacks are out, judging from the black dragon's breath weapon attack.


Man, I wish you could quote multiple posts like you can over on the WotC forums. RE: concealment, having it be a single bonus to defenses would be good.

Oh, that reminds me, when something refers to granting a bonus to "all defenses", does that include AC or is it just Fort/Ref/Will?
 

Xorn said:
That's how I played the dragon's darkness (invis/blindness = total concealment + unaware have combat advantage), too. Saved the warlock, too--she was almost dead when she got caught in the breath weapon--but had just landed an Eyebite, and was behind the paladin, so had +2 cover and +5 total concealment. Breath missed, she lived. The cover might not have been legit, as it's an area attack, but the +5 saved her, so moot point. :)

We played concealment like the DDM rules, but I really like this suggestion better, as it is much easier to apply in play. And I assumed "all defenses" mean AC/Fort/Ref/Will.

RE: Draconic. This was an intentional design choice when I saw we finally had monsters who did not speak Common. I quite enjoy having monsters converse in languages the players don't understand ... makes things more mysterious and causes the players to work to communicate. Though perhaps one or two of the critters should speak Common ...

Reloaded update: I've started on the new maps for Raiders of Oakhurst Reloaded. Expect it to take some time, as I'm trying to expand not only the current portion of the adventure, but also add other adventuring areas, flesh out the thorp, and provide some background for some interesting roleplay opportunities. (The maps will suck, like the original -- I'm no artist -- but perhaps when I get them complete some kind soul *cough*Xorn*cough* will volunteer to make then nice.). My process is: conceive concepts, draw maps, flesh out areas, stat monsters, revise, revise, revise post to EN World.

If there are any special requests for Reloaded, please post them!
 
Last edited:

Remove ads

Top