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The Retaking of Forgehold OOC-4E (Full)

Atanatotatos said:
/On a side note, Mal, are you sure you want to take touhness at heroic tier? Durable doesn't look very good to me too. You could consider choices like quick draw and shield push that give you more options? Just an opinion.

Toughness : Sure. I half wished I took it at first and got weapon focus at level 2.

In fact, you know what? Since everyone is swapping thing around, I'll do this.

It's 5 hp + 1hp on every surge. I'll probably use 2 on average in a given fight so we are talking 7 hp, which is almost two kobold minions hits. Defenders are huge consumers of healing surge as long as there is a leader around. I

Durable : Only considering it because of the healing potentials. I'll know soon enough if 11 healing surge a day is enough.

Quickdraw is almost useless to me : It's a minor to draw. What do I use my minor for? I ain't a ranger. I'll throw my hand axe as a standard, draw my sword as a minor and fight on.

Shield push is dubious : I want to push, I use Tide of Iron. This would allow me to push someone who is already marked with another type of attack though but... Meh.
 
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Mal Malenkirk said:
Toughness : Sure. I half wished I took it at first and got weapon focus at level 2.

In fact, you know what? Since everyone is swapping thing around, I'll do this.

It's 5 hp + 1hp on every surge. I'll probably use 2 on average in a given fight so we are talking 7 hp, which is almost two kobold minions hits. Defenders are huge consumers of healing surge as long as there is a leader around. I

Durable : Only considering it because of the healing potentials. I'll know soon enough if 11 healing surge a day is enough.

Quickdraw is almost useless to me : It's a minor to draw. What do I use my minor for? I ain't a ranger. I'll throw my hand axe as a standard, draw my sword as a minor and fight on.

Shield push is dubious : I want to push, I use Tide of Iron. This would allow me to push someone who is already marked with another type of attack though but... Meh.

About toughness: it's not that it's bad, but you can take it at paragon level and get more benefits immediately. There are other useful feats.
About quickdraw:I didn't look throughly the fighter's powers to find minor actions, but letting go of a weapon is a free action, so with quick draw you can attack with your weapon of choice. It's nothing incredible, but it can be useful in some situation; the +2 to initiative is a net gain.
About shield push:the good part is that it's an immediate interrupt, if I remember correctly.

All in all, I think toughness is an ok feat, durability much less so, but it's an opinion missing experience.
Just trying to figure out my own ideas. I myself had an hard time choosing between scorching burst and magic missile. That's why retraining is so good an option to have. You see it's not working, you swap it.
 

Charwoman Gene said:
I finally grokked MapTool. Although my tokens are either awesome or lame.

Looking good. It might be faster for you to handle the passive rolls like initiative and have us do the active rolls like when we go to use a skill or want to make an attack.
 


I went ahead since my initiative was abive the kobold. I expect it's more practical to have an ''us'' and ''them'' mentality with initiative. Anyone who beats the monsters can go whenever they can post, then the monster, then everyone can post as soon as they can, monsters, us etc.

It's not practical to post in intiative order.

If you give us the defenses/hp of monsters, it will lead to some metagaming but we'll be able to describe the result instantly. On my hand axe throw, I knew I missed because no one has AC 10, but if I had scored a 14 I would be left in limbo. Did I hit? Did I kill? It's more lively if we can describe the action from beginning to end.

Conversely, you should probably make yourself a small file including all the stats that we use passively for easy reference.

Like

Mal

HP 34/17
AC 19
Fortitude 17
Reflex : 14
Will : 13
Opportunity Attack : +10, 1D8+4
Percetion : 12
Insight : 12
Initiative +2

That's it, I think. Nothing else you are liable to need on the monster's turn. If we know the same about the monsters, we can even roll their AoO against us! It's really easier if everyone is responsible of everything that happens on his turn.

The only tricky thing is trap. If you move in an unseen trap area... It's time to edit!
 
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Actually, I think it would be better if we just post what we INTEND to do on our action and give relevant rolls for that, and let Gene adjudicate what actually happens.

Obviously when you roll that bad you can say you missed, but anyone who beat Mal's initiaive has to have their actions take place before his. What happens if for example Mira on goes on her turn and kills the kobold with her shuriken (sneak attack and all that), Mal wouldn't have thrown the axe at a corpse. Thats why it is important to post what you WANT to do and then have GM adjudicate what actually happened.

Speaking as someone who has a high dex and a feat that feeds into my init I think respecting the initiative order is reasonable. People don't need to post in order, but things do have to be handled by the GM in order. (This also has the benifit of you not needing to give us all the stats of our enemies)

For example:

Mira moves forward tumbling gracefully, releasing a shuriken at the top of her flip at the Kobold on the other side of the pool.

(Move [Forward 4 up 1], Quickdraw and attacks with a sly flourish
Attack: 1d20+7 = 20 actually, left out combat advantage = 22
Damage: 3d6+6 = 14)
 
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