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some OA related questions

unan oranis

First Post
Can you consider a blast or burst attack to be melee if the target is adjacent? What if you are using a melee weapon as an implement?

Can you be considered flanking, and get combat advantage using a blast, burst or ranged attack if you are in fact flanking the target?

Can you choose to use a basic ranged attack instead of basic melee against a target that provokes an OA adjacent to you? If you do, does that trigger a counter OA?

Is there a rule that prevents a chain of special abilities? For example, monster A runs away, so hero B makes an OA but misses, triggering monster C's power of making an attack when allies get missed, triggering hero D's arrow-of-bonus-time etc...

Is there a maximum falling damage? I can never stop thinking of maximum of 20 dice from older editions...

Sorry if some of these are lazy, but I don't have my manuals handy.
 
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Can you consider a blast or burst attack to be melee if the target is adjacent? What if you are using a melee weapon as an implement?

No. If they're Close Blast/ Close Burst they don't provoke OAs however.
Area and Ranged attacks do.

Can you be considered flanking, and get combat advantage using a blast, burst or ranged attack if you are in fact flanking the target?
Not certain, but I've always played that you can.

Can you choose to use a basic ranged attack instead of basic melee against a target that provokes an OA adjacent to you? If you do, does that trigger a counter OA?
Only if you have the one paragon path that lets you, or have the ability to make ranged attacks with a heavy blade (at-will) and have Heavy Blade Opportunity.
If you do so, yes it does provoke an OA.

Is there a rule that prevents a chain of special abilities? For example, monster A runs away, so hero B makes an OA but misses, triggering monster C's power of making an attack when allies get missed, triggering hero D's arrow-of-bonus-time etc...
Nothing other than the limitations:

1) you can't take an immediate action on your own turn
2) you can't take more than one opportunity action per turn
3) you can't take more than one immediate action per round
 

There are four types of attacks, and no attack is more than one: area, close, melee, ranged. Your distance from the target doesn't influence which of these the attack is; just the keyword on the power.

You get flanking if you're in a flanking position regardless of the type of attack (but if you use a ranged or area attack while adjacent, you'll generally provoke an OA.

No, you can only use a basic melee when a target provokes an OA. You'd need, say, the Sharpshooter prestige class to (or some other feature or ability that lets you break that rule) to do otherwise.

The only rule preventing chaining of special abilities is that you can't do more than one immediate action per round, more than one free action attack per turn, and can't use immedaite or opportunity actions on your own turn. That stops a lot of madness, but not necessarily all of it.

No, no maximum falling damage. In general, distances should be scaled to the current tier, so you're not at risk from being dropped to fall to your death without having a good opportunity and wherithal to get flight or other protection against falling damage.

Edit: heh. KR left out that you can't take oas on your own turn. I left out that you can't do more than one OA per turn.
 

Edit: heh. KR left out that you can't take oas on your own turn. I left out that you can't do more than one OA per turn.

That's 'cause I thought you could.

Cool, that makes my ranged-attacking Wuxia-inspired Seeker slightly more awesome. What with it's ranged opportunity attacks not provoking from the person it's making them against.
 


Flanking doesn't rely at all on using a melee attack, you can use any type, but you provoke as usual.



There is no maximum to falling damage, but there is a fast way for really far falls:

Fast Alternative: If you fall more than 50 feet, take 25 damage per 50 feet, plus 1d10 per 10 extra feet.
Otherwise I agree with Kingreaper
 
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Can you consider a blast or burst attack to be melee if the target is adjacent? What if you are using a melee weapon as an implement?

You can only consider a power to be melee if it is a Melee power. Area, Close, and Ranged powers are not melee powers, even if you're using them with a melee weapon.

Only Melee powers are Melee power.

Also, whether the attack is a burst or blast is irrelevent, those are ranges not attack types. The correct term is 'Area' or 'Close' as applicable.

Can you be considered flanking, and get combat advantage using a blast, burst or ranged attack if you are in fact flanking the target?

You can be considered flanking, but you only get combat advantage from flanking from melee attacks.

Can you choose to use a basic ranged attack instead of basic melee against a target that provokes an OA adjacent to you? If you do, does that trigger a counter OA?

Basic ranged attacks are not basic melee attacks. You cannot substitute a basic ranged attack for a basic melee attack.

Is there a rule that prevents a chain of special abilities? For example, monster A runs away, so hero B makes an OA but misses, triggering monster C's power of making an attack when allies get missed, triggering hero D's arrow-of-bonus-time etc...

Nope, chains are rare, nothing prevents them. Tho a DM might rule it gets rediculous.

Is there a maximum falling damage? I can never stop thinking of maximum of 20 dice from older editions...

I believe so, can't remember off the top of my head.

Sorry if some of these are lazy, but I don't have my manuals handy.

Not a problem.
 

You can be considered flanking, but you only get combat advantage from flanking from melee attacks.

The flanking rules never mention the words Melee, Ranged, Close, or Area. They do not care what sort of attack you are making.

The rules state that "you have combat advantage against an enemy that you flank."
 

The flanking rules never mention the words Melee, Ranged, Close, or Area. They do not care what sort of attack you are making.

The rules state that "you have combat advantage against an enemy that you flank."

Yeah, this is the correct ruling. It is RARE to use a non-melee attack in that situation, but if you do you'll get CA.

DS, I think the max falling damage thing was in 3.x. It isn't really mentioned in 4e. No more falling from orbit apparently, lol.
 

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