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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="Xorn" data-source="post: 4121252" data-attributes="member: 61231"><p><strong>For ranged weapons, how do you play "normal" versus "max" range?</strong></p><p>For range greater than normal, up to max, -2 on attack roll.</p><p></p><p><strong>How does concealment work?</strong></p><p>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.</p><p></p><p><strong>What's the range and duration on a sunrod for low-light vision and for normal vision?</strong></p><p></p><p><a href="http://www.dandwiki.com/wiki/Sunrod_(SRD_Equipment" target="_blank">http://www.dandwiki.com/wiki/Sunrod_(SRD_Equipment</a>)</p><p>Low-light vision sees shadowy light as though it were normal, but not beyond that.</p><p></p><p><strong>How does slowed work?</strong></p><p>From the Quick Play Rules, speed is 2. If it was 1 or 0 already, no effect.</p><p> </p><p><strong>How does "Sustain Minor" work (e.g. Curse of the Dark Dream)?</strong></p><p>From QPR, as long as you keep spending a minor action each turn, the effect doesn't end. (Though a save stops the effect.)</p><p></p><p><strong>How does "resist fire 5" work? I presume that if resisting, for instance, a Reflex attack from fire, you gain 5?</strong></p><p>Assumed to mean "ignore the first 5 fire damage"?</p><p> </p><p><strong>On a Longbow, I see "load free"? Does that mean it's not a minor action to load, or something like that?</strong></p><p>Don't know, assumed it meant you automatically load is as part of your attack (or free action).</p><p></p><p><strong>Does perforing a Ranged Attack grant an Opportunity Action for adjacent foes with melee weapons?</strong></p><p>Yes. Ranged or Area attacks provoke. Close, Personal, and Melee do not.</p><p> </p><p><strong>If you get an Opportunity Action, can you use Powers? At-Will powers, maybe?</strong></p><p>May use basic <em>melee</em> attacks. Same if you Charge.</p><p> </p><p><strong>How much AC bonus do various armors and shields grant?</strong></p><p>Not a clue in the world--we don't know the mechanics behind the character sheets.</p><p></p><p><strong>What kind of action is it to stow and draw a new weapn?</strong></p><p>Minor actions to stow/draw a weapon. Mage hand lets a wizard exchange an object in hand for an object in pack.</p><p></p><p><strong>How do temporary hit points work? At the top or bottom? Does it affect Bloodied or Healing Surges?</strong></p><p>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.</p><p></p><p><strong>What's a Close burst 2? Is that like, 27 squares?</strong></p><p>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).</p><p> </p><p><strong>What's "vulnerability", just a straight subtraction? Does it apply to all defenses, Fort, Will, Reflex, AC?</strong></p><p>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.)</p><p></p><p>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.</p><p></p><p>At least that's how I've seen it explained by people who were at DDXP.</p></blockquote><p></p>
[QUOTE="Xorn, post: 4121252, member: 61231"] [B]For ranged weapons, how do you play "normal" versus "max" range?[/B] For range greater than normal, up to max, -2 on attack roll. [b]How does concealment work?[/b] 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. [b]What's the range and duration on a sunrod for low-light vision and for normal vision?[/b] [url]http://www.dandwiki.com/wiki/Sunrod_(SRD_Equipment[/url]) Low-light vision sees shadowy light as though it were normal, but not beyond that. [b]How does slowed work?[/b] From the Quick Play Rules, speed is 2. If it was 1 or 0 already, no effect. [b]How does "Sustain Minor" work (e.g. Curse of the Dark Dream)?[/b] From QPR, as long as you keep spending a minor action each turn, the effect doesn't end. (Though a save stops the effect.) [b]How does "resist fire 5" work? I presume that if resisting, for instance, a Reflex attack from fire, you gain 5?[/b] Assumed to mean "ignore the first 5 fire damage"? [B]On a Longbow, I see "load free"? Does that mean it's not a minor action to load, or something like that?[/B] Don't know, assumed it meant you automatically load is as part of your attack (or free action). [B]Does perforing a Ranged Attack grant an Opportunity Action for adjacent foes with melee weapons?[/B] Yes. Ranged or Area attacks provoke. Close, Personal, and Melee do not. [B]If you get an Opportunity Action, can you use Powers? At-Will powers, maybe?[/B] May use basic [i]melee[/i] attacks. Same if you Charge. [B]How much AC bonus do various armors and shields grant?[/B] Not a clue in the world--we don't know the mechanics behind the character sheets. [B]What kind of action is it to stow and draw a new weapn?[/B] Minor actions to stow/draw a weapon. Mage hand lets a wizard exchange an object in hand for an object in pack. [B]How do temporary hit points work? At the top or bottom? Does it affect Bloodied or Healing Surges?[/B] 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. [B]What's a Close burst 2? Is that like, 27 squares?[/B] 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). [B]What's "vulnerability", just a straight subtraction? Does it apply to all defenses, Fort, Will, Reflex, AC?[/B] 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. [/QUOTE]
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