Mourn said:And we still have death at -10 hp
The -10 rule dying/stabilization rule is still in 4th Ed?
If that's the case, I will be severely bummed, I have always thought the -10 dying rule is one of the clunkiest pieces of crap going in the game.
Mourn said:And we still have death at -10 hp
Firevalkyrie said:That's because you've been trained by the visual language of Western film to accept it.
All I'm saying is that I play a game that has served my genre well for 30+ years and I think it's fair to expect it to continue to do so.
My snark-meter is busted. I can't figure out whether to put you on ignore for this comment or not, because I can't tell whether you're serious, whether you're satirizing someone, if so who you're satirizing, or the nature of the satire.KarinsDad said:I suspect that when Fighters can Fly with Martial Powers in 4E, overly powerful combos like this might start becoming possible. I hope not, but this combo slipped into Psionics.
Emphasis added.KarinsDad said:I do not disagree. My concern is with the "bigger, better, badder" aspect of recent WotC products. My concern is that low level DND 4E PC martial types will have magical powers. Like, short distance dimension door type powers or 10 foot leaps and such. They are already given the equivalent of self healing.
Well, to use your own comparison, a 7th level warlock can shoot 4d6 ranged touch attacks every round. It costs zero feats. Four feats for +1d6 is hardly anything to be concerned about. The crystal shard is not affected by SR, but with one or two of those four feats, the warlock could get Spell Penetration and Greater Spell Penetration.KarinsDad said:Here I have to disagree.
Weaker abilities are irrelevant in released material. They can be ignored. My players take some of them on occasion due to the interest factor, but they are not game breaking.
Stronger abilities are often game breaking. That's the key difference. And a lot of time, it is due to synergy of other abilities.
As an example, let's take something simple like Crystal Shard. 1D6 per Power Point of damage, ranged touch attack.
Sounds harmless enough. Until one combines it with four feats:
Point Blank Shot, Psionic Shot, Greater Psionic Shot, Psionic Meditation
This can occur at level 7 for a Wilder. Sure, it used up a lot of feats. But it is a combo that allows the Wilder to shoot 5D6 ranged touch attacks that have very few defenses nearly every round for a single PP.
The warlock can also boost his blast by taking Sudden Empower and/or Sudden Maximize. Also, to improve his damage output, he can take Eldritch Chain, and thereby damage multiple opponents.At 7th level. For 50+ rounds per day. If the Wilder faces a real powerful opponent, s/he can boost it to 14D6. 14D6 with few defenses will take out or seriously damage most opponents a 7th level Wilder will face.
Fell Flight for zero PP, and you don't have to touch the ground at all, all day long.Levitate up (which has a long enough duration to last several encounters) for 3 PP and then blast away until nothing is left standing. At higher level, use Empower instead against tough foes and use this with low PP against weaker foes.
Yup. Looks more or less even to me. A pile of feats versus slightly less base damage and less ability to nova, even ignoring per-day limits, which do often come into consideration once the wilder starts to pull out his fully augmented shots. He gets only 5 or six of those per day, if he does nothing else, and will run out well before 3 to 5 encounters of 3 to 8 rounds each has passed if he's not careful. Once he's done, he's done. The warlock gets less nova ability (it's tied to his Sudden feats), but he simply does not run out of juice no matter what he does.Compare that to the Warlock. 4D6 instead of 5D6. He can throw Invocations on his blasts, but then again, the Wilder has powers similar to Invocations. And, the Warlock cannot boost it to 14D6.
Sure, the Warlock can do it all day long. But, 3.5 DND is not a game of all day long. It's a game of (typically a maximum of) 3 to 5 encounters of maybe 3 to 8 rounds each. The Wilder has the same amount of longevity as the Warlock for all intents and purposes, but has the Big Gun that the Warlock would have difficulty matching.
To play in this sandbox, the Warlock could choose similar options. If he takes a Psionic race and these same four feats, he too can boost his Eldritch Blast. At 7th level, he does 8D6. Double his normal damage output and he can put Invocations on it still. The only difference (IIRC, I do not have my book in front of me), is that Spell Resistance applies for the Warlock and his range is better. For the Wilder, SR does not apply.
So, why did you post this after your comments about game-breaking synergies as though this were an example of such?Btw, I am not saying that this is a game breaking combination.
I thought you said this wasn't supposed to be a game-breaking combo.I suspect that when Fighters can Fly with Martial Powers in 4E, overly powerful combos like this might start becoming possible. I hope not, but this combo slipped into Psionics.
Kamikaze Midget said:I don't think so. D&D is about pop fantasy hodgepodge, not about specific genre emulation (though you can often overlay genre emulation on top of it with enough house rules).
Henry said:In plate mail. While winded. while carrying a longsword and a shield.
While having a 25+ strength and constitution. Lets also consider that plate mail was used, historically, for roughly the lifespan of a single dwarven smith. Presumably dwarves have been making plate mail for many generations, yes? I mean, "realistically", it should be weightless power armor by now.
This is not correct, since you can only use Second Wind once per encounter.KarinsDad said:If he has Extra Second Wind, even with your scenario and average damage rolls, he could take 4 shots in a combat.
If he has Tough As Nails, even with your scenario and average damage rolls, he could take 4 shots in a combat.
If he has Extra Second Wind and Tough As Nails, even with your scenario and average damage rolls, he could take 5 shots in a combat. With this and a 17 Con, he could take 6 shots in a combat. 33 - 13.5 - 13.5 + 17 - 13.5 + 17 - 13.5 + 17 - 13.5 - 13.5 = 3. An 18 Con would result in 7 hits left over.