We got TPK-ed in the Kobold Hall!

Yeah, that's the nature of abstraction. But the ways you refer to are very close to the straight ways (just heading straight in one direction with no diagonal steps), and when you have only a single diagonal step in there, it's still the same number of squares you move... when you have 2-3 diagonal steps, it's only a single square difference to the straight way, and you do move a longer distance already, albeit not a huge difference, but it's just one square so that is fine as well, I'd say.

However, when you move the full diagonals at the same speed as the straight ways it's really a bit silly, as you move one-and-a-half times the distance that way. Therefore I think the 1-2-1-2 way of counting diagonal squares is the better abstraction.

Bye
Thanee
 

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Thanee said:
We changed that even before the first encounter to the established 1-2-1-2 alternate for diagonal steps. It just makes so much more sense that way.

Bye
Thanee

yeah and bring back grapple and percent miss chances too!!

....Game should be played on hexes really
 


Hexes are cool, but since everything is set up for squares it's a bit too much work. :)

Anyways, this is really going a bit too off-topic now, I guess. ;)

Bye
Thanee
 

jasin said:
The fighter was pretty straightforward to play, and fun. I never did use Sure Strike, though. It seemed Reaping Strike was much more sure.
Sure strike is:
(W+B)*(H + 0.1)

Reaping strike is
S + (W+B)*H

(S = strength bonus, W = weapon damage, B = bonus damage, H = hit chance)

We can cancel out most things from both equations and end up with

(W+B)*0.1

versus

S

In other words, sure strike is only worthwhile if your weapon damage + bonuses are ten times your strength bonus or more. If you're using a one-hander, then it's 5 times.

That's basically only going to happen if you've got a strength mod of +1.
 

Thanee said:
We changed that even before the first encounter to the established 1-2-1-2 alternate for diagonal steps. It just makes so much more sense that way.

Bye
Thanee
Consider giving it a try before writing it off.
 

Saev, doesn't seem like you can get rid of (W+B) on the bottom and not get rid of it on the top.

(W+B)(H+.1) = S+(W+B)(H+0) divide (W+B) from Each side leaves us with H+.1=S+H, divide each side by H leaves us with .1=S, which means it will only be better if you have a Str modifier of 0 or less.
 

jasin said:
A bit strange, that, for a demo dungeon in the DMG. Who are they expecting to play through this, tactical experts with years of experience at 4E?

We did it with 4, with almost one death. Eldren Fighter, Tiefling warlock, human ranger, and elf cleric.

If you played a lot of 3.x I don’t think it should have been that hard tactically. But you absolutely need to find away to mark makred monsters, helps a ton. We just used colored paper cut into squares. Everyone with their own color.
 

Saeviomagy said:
Sure strike is:
(W+B)*(H + 0.1)

Reaping strike is
S + (W+B)*H

(S = strength bonus, W = weapon damage, B = bonus damage, H = hit chance)

We can cancel out most things from both equations and end up with

(W+B)*0.1

versus

S

In other words, sure strike is only worthwhile if your weapon damage + bonuses are ten times your strength bonus or more. If you're using a one-hander, then it's 5 times.

That's basically only going to happen if you've got a strength mod of +1.
Your reaping strike expected damage equation is wrong.

Sure strike: (W + B) * (H + 0.1)
Reaping strike:
1-Handed: ((W + B + S) * H) + ((1 - H) * (S / 2))
2-Handed: ((W + B + S) * H) + ((1 - H) * S)
 

KarinsDad said:
We used the plastic rings from the top of plastic soda bottles for bloodied, marked, cursed, hunter's quarry, and cloud of daggers. We also use colored stones for conditions like slowed, stunned, etc. The rings work well because they hang onto or fall to the base of a miniature and do not clutter up the grid.

[snip]

Also, running away when getting toasted is a good idea. ;)

Best idea I've seen on how to track this.

I just finished running some practice combats with the pregens from KotS (the first 3 encounters) and have decided that the combat is pretty smooth. It reminds me of earlier editions (with some room to grow with AoO and Combat Advantage), at least at lower levels. There were some close calls but with a balanced group of 5, the only concern I had was being overrun by minions (easy to kill as long as you aren't surrounded by the shifty lil' bastiches).

I ran into a couple of questions that I'll have to dig into (unless someone can answer them here):

1. When using Healing Word, the power uses a healing surge and heals 1d6 HP. Does this mean a healing surge and an additional 1d6 or just 1d6 hp?

2. Is there a mechanic for determining whether or not you can get an enemy to surrender? Language barriers might be a problem but if you share a language with your opponent, I am guessing you could issue a "lay down your weapons or we will kill you" sort of ultimatum. Earlier editions allowed for a morale check (run away, run away) but I haven't seen one so far in 4e.

I think I will be able to get a handle on managing AOO and combat advantage with practice so I'm guessing 4e is going to be a keeper.
 

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