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General Tabletop Discussion
*Pathfinder & Starfinder
Various Questions-Imnplements, Immunity, Encounter Level
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<blockquote data-quote="Chris_Nightwing" data-source="post: 4478429" data-attributes="member: 882"><p>Well, the level of each encounter can be determined by adding up the experience points for each monster in the encounter. The total 'level' of a storyline could be calculated by adding up all of the experience from all of the monsters in all of the encounters, plus the experience points awarded from quests completed in the storyline, then dividing by the number of characters - depending on how many levels you want your storyline to advance the characters, you can compare the experience they should get to what you've given out. It's best to work on the individual encounter level though, since a storyline covering 3 levels say, should start with lower experience encounters and work up to harder ones.</p><p> </p><p></p><p></p><p>Standing up does not provoke OAs.</p><p> </p><p></p><p></p><p>Whenever the Cleric uses a power with the healing keyword that provides an immediate restoration of hitpoints, they can heal an additional 5 hit points. This is for everyone affected by the healing power, for every healing power, until the end of the encounter. There is some debate as to whether this should apply to regeneration effects.</p><p> </p><p></p><p></p><p>If the implement is +1, then a critical hit deals an extra 1d8 damage, +2 deals an extra 2d8 damage, +3 is 3d8 extra and so on.</p><p> </p><p></p><p></p><p>Your character would have to lose his shield to use a two-handed weapon which is a standard action. Then drop his longsword, a free action, and draw the two-handed weapon which is a move action, unless you have the feat Quick Draw which would make it a free action if you use the weapon in another action. So in total, a standard and move action and you lose your +1 to AC and Reflex when not using the shield.</p><p> </p><p></p><p></p><p>This depends on how many hands you have free. If you are not holding an implement then it will take you a minor action to draw one from a convenient location. If you are holding one you can either drop it to draw another (for a minor action) or if you have a free hand, draw a second implement (a minor action again). There is some debate as to whether you get certain benefits for wielding two implements. If your implement is buried deep in your backpack, the DM might rule it a move action to draw instead of a minor action, but you probably keep your wands on your belt right? Again, if you have Quick Draw then it becomes a free action so long as you take an action to use the wand. If you are a Wizard then you could have a Mage Hand ready, in which case you can swap implements (no dropping or using both hands) as a minor action.</p><p> </p><p></p><p></p><p>This is under debate. One could argue that the rules intend for you to only use one implement for an attack, thus this would not work. One could also argue that since the benefits are 'properties' rather than powers or 'on a hit' abilities, you could use both, just as if you were using two weapons, and thus this would work.</p><p> </p><p></p><p></p><p>Unless the creature has immunity to both fear and all damage, then they will still lose hit points to the attack. I would rule that the fear effect does not harm the creature further however.</p><p> </p><p></p><p></p><p>That's a tough one. I would probably rule that they cancel, since even RAW, you apply vulnerability then resistance, increasing the damage by 5 then reducing it by 5.</p><p> </p><p></p><p></p><p>Not in the rules as written. You should probably tell your players whether enemies are healthy, bloodied or down. If you want to give them a finer sense of their health, perhaps a heal, insight or perception check could reveal more details?</p><p> </p><p></p><p></p><p>This is a DM call. Undead are not very likely to ever surrender. An enemy who is fighting with considerable advantages is also unlikely to surrender. Except in cases where I can never see the creature giving in (either because it's near mindless or for plot purposes), I would allow an intimidate check, granting bonuses/penalties according to the circumstances of the enemy/player. Consider the number of combatants, how many on each side are bloodied, whether they are on home ground, how many comrades they have lost and so on.</p><p> </p><p></p><p></p><p>Not as yet, I'm sure there will be in time. Powers in a non-turn based game are easy to implement - consider how WoW knows when you're in a fight or not and there's the mechanics for encounter powers. Resting restores dailies and the rest is just real time. Pretty easy to do. The difficult aspect of 4E to capture is the importance of movement without a grid - that would be a difficult programming/implementation challenge.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 4478429, member: 882"] Well, the level of each encounter can be determined by adding up the experience points for each monster in the encounter. The total 'level' of a storyline could be calculated by adding up all of the experience from all of the monsters in all of the encounters, plus the experience points awarded from quests completed in the storyline, then dividing by the number of characters - depending on how many levels you want your storyline to advance the characters, you can compare the experience they should get to what you've given out. It's best to work on the individual encounter level though, since a storyline covering 3 levels say, should start with lower experience encounters and work up to harder ones. Standing up does not provoke OAs. Whenever the Cleric uses a power with the healing keyword that provides an immediate restoration of hitpoints, they can heal an additional 5 hit points. This is for everyone affected by the healing power, for every healing power, until the end of the encounter. There is some debate as to whether this should apply to regeneration effects. If the implement is +1, then a critical hit deals an extra 1d8 damage, +2 deals an extra 2d8 damage, +3 is 3d8 extra and so on. Your character would have to lose his shield to use a two-handed weapon which is a standard action. Then drop his longsword, a free action, and draw the two-handed weapon which is a move action, unless you have the feat Quick Draw which would make it a free action if you use the weapon in another action. So in total, a standard and move action and you lose your +1 to AC and Reflex when not using the shield. This depends on how many hands you have free. If you are not holding an implement then it will take you a minor action to draw one from a convenient location. If you are holding one you can either drop it to draw another (for a minor action) or if you have a free hand, draw a second implement (a minor action again). There is some debate as to whether you get certain benefits for wielding two implements. If your implement is buried deep in your backpack, the DM might rule it a move action to draw instead of a minor action, but you probably keep your wands on your belt right? Again, if you have Quick Draw then it becomes a free action so long as you take an action to use the wand. If you are a Wizard then you could have a Mage Hand ready, in which case you can swap implements (no dropping or using both hands) as a minor action. This is under debate. One could argue that the rules intend for you to only use one implement for an attack, thus this would not work. One could also argue that since the benefits are 'properties' rather than powers or 'on a hit' abilities, you could use both, just as if you were using two weapons, and thus this would work. Unless the creature has immunity to both fear and all damage, then they will still lose hit points to the attack. I would rule that the fear effect does not harm the creature further however. That's a tough one. I would probably rule that they cancel, since even RAW, you apply vulnerability then resistance, increasing the damage by 5 then reducing it by 5. Not in the rules as written. You should probably tell your players whether enemies are healthy, bloodied or down. If you want to give them a finer sense of their health, perhaps a heal, insight or perception check could reveal more details? This is a DM call. Undead are not very likely to ever surrender. An enemy who is fighting with considerable advantages is also unlikely to surrender. Except in cases where I can never see the creature giving in (either because it's near mindless or for plot purposes), I would allow an intimidate check, granting bonuses/penalties according to the circumstances of the enemy/player. Consider the number of combatants, how many on each side are bloodied, whether they are on home ground, how many comrades they have lost and so on. Not as yet, I'm sure there will be in time. Powers in a non-turn based game are easy to implement - consider how WoW knows when you're in a fight or not and there's the mechanics for encounter powers. Resting restores dailies and the rest is just real time. Pretty easy to do. The difficult aspect of 4E to capture is the importance of movement without a grid - that would be a difficult programming/implementation challenge. [/QUOTE]
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