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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Three general 4e mechanics questions.
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<blockquote data-quote="Anguish" data-source="post: 4243669" data-attributes="member: 27032"><p>1} Is it definitively demonstrated anywhere that a natural 20 roll is an automatic hit? I understand that it "scores a critical hit", but I'm not completely certain that if 20 + to-hit-modifier doesn't reach the target's defense that it's actually a hit, critical or otherwise.</p><p></p><p>2} Is there a known defined mechanic for granting one's self a saving throw against ongoing effects? I've got a situation where a character was on fire through the application of a Firepot. There's little information there; it's got (fire) as a keyword and it deals ongoing damage. The player asked if his character could "stop, drop, and roll". In 3e, a full-round action would put out flames. In 4e, I don't know what's appropriate given the characters are given an automatic save every round. Heal can be used to grant a saving throw to others, so that might work. I don't know if I should've let the character take a standard or a full round, or what to guaranteed stop the damage, or if that impacts the intention and balance of ongoing damage (what if it had been cold damage?)</p><p></p><p>3} Is there any statement that prevents multiple shifts in a round? If a character were to shift as a move, then shift as a standard, this would be valid, yes?</p><p></p><p>Thanks for any helpful input anyone has. These are three concerns that have arisen in our group's first session of KotS. I'm trying to be conservative to avoid us learning bad habits, but I don't want to needlessly penalize my players.</p></blockquote><p></p>
[QUOTE="Anguish, post: 4243669, member: 27032"] 1} Is it definitively demonstrated anywhere that a natural 20 roll is an automatic hit? I understand that it "scores a critical hit", but I'm not completely certain that if 20 + to-hit-modifier doesn't reach the target's defense that it's actually a hit, critical or otherwise. 2} Is there a known defined mechanic for granting one's self a saving throw against ongoing effects? I've got a situation where a character was on fire through the application of a Firepot. There's little information there; it's got (fire) as a keyword and it deals ongoing damage. The player asked if his character could "stop, drop, and roll". In 3e, a full-round action would put out flames. In 4e, I don't know what's appropriate given the characters are given an automatic save every round. Heal can be used to grant a saving throw to others, so that might work. I don't know if I should've let the character take a standard or a full round, or what to guaranteed stop the damage, or if that impacts the intention and balance of ongoing damage (what if it had been cold damage?) 3} Is there any statement that prevents multiple shifts in a round? If a character were to shift as a move, then shift as a standard, this would be valid, yes? Thanks for any helpful input anyone has. These are three concerns that have arisen in our group's first session of KotS. I'm trying to be conservative to avoid us learning bad habits, but I don't want to needlessly penalize my players. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Three general 4e mechanics questions.
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