We got TPK-ed in the Kobold Hall!

soulcatcher78 said:
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?
Surge value +1d6, and if it's a real cleric (not some other class multiclassing) you also add Wis bonus to that on account of the Healing Lore feature.

2. Is there a mechanic for determining whether or not you can get an enemy to surrender?
Intimidate check vs Will defense. The opponent has to be bloodied, if you can't speak the right language you get -5, and if the opponent's Hostile (which he usually is) he gets +10.
 

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Technically it's Intimidate vs Will, or a DC set by the DM. This clause is important, because a straight skill check vs a defense can easily get out of hand; not to mention that sometimes it just doesn't make sense for an enemy to surrender.
 

hong said:
Technically it's Intimidate vs Will, or a DC set by the DM. This clause is important, because a straight skill check vs a defense can easily get out of hand; not to mention that sometimes it just doesn't make sense for an enemy to surrender.
Skills are level/2 + stat +5, with a possible +3 on top of that (I'm including the +5 for trained as a gimme, because I figure that anyone who wants to use the tactic is going to be trained in Intimidate).
Defenses are 10 + level/2 + stat, and in this case you get an extra +10 on top of that for being Hostile.

Seems to me that the skill, in this particular case, will generally have a pretty hard time getting through the Will defense. I agree with the "sometimes surrender makes no sense" though, and in those cases I will try to have the monsters run away or something.
 


Staffan said:
Skills are level/2 + stat +5, with a possible +3 on top of that (I'm including the +5 for trained as a gimme, because I figure that anyone who wants to use the tactic is going to be trained in Intimidate).
Defenses are 10 + level/2 + stat, and in this case you get an extra +10 on top of that for being Hostile.

Seems to me that the skill, in this particular case, will generally have a pretty hard time getting through the Will defense. I agree with the "sometimes surrender makes no sense" though, and in those cases I will try to have the monsters run away or something.

Add +5 for Beguiling Tongue and up to +8 for team members supporting. and it looks rather more easy.

You'd end up with (21 + level/2 + stat + die roll) vs (20 + level/2 + stat). Remove the support, and you still have (13 + level/2 + stat + die roll) vs (20 + level/2 + stat), i.e. you need 7+ at equal levels and stats.

Then, add in a Circlet of Authority or Crown of Command...
 
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Tuft said:
Add +5 for Beguiling Tongue and up to +8 for team members supporting. and it looks rather more easy.

You'd end up with (21 + level/2 + stat + die roll) vs (20 + level/2 + stat). Remove the support, and you still have (13 + level/2 + stat + die roll) vs (20 + level/2 + stat), i.e. you need 7+ at equal levels and stats.

Then, add in a Circlet of Authority or Crown of Command...

Yes, Skill vs. Ability is mathematically broken in 4E.

Fortunately, there are only two such instances: Intimidate and Escape From Grab.
 

Staffan said:
Skills are level/2 + stat +5, with a possible +3 on top of that (I'm including the +5 for trained as a gimme, because I figure that anyone who wants to use the tactic is going to be trained in Intimidate).
Defenses are 10 + level/2 + stat, and in this case you get an extra +10 on top of that for being Hostile.

Seems to me that the skill, in this particular case, will generally have a pretty hard time getting through the Will defense. I agree with the "sometimes surrender makes no sense" though, and in those cases I will try to have the monsters run away or something.
Intimidate is essentially a Save-or-Die effect against bloodied opponents. It makes sense that it's hard to pull off. That +10 is important since it's pretty easy to get high Intimidate. A paladin at level 1 with Cha 18, Skill training and skill focus can have +12 Intimidate, something that gives 50% chance of succeeding versus most opponents of the same level.
 

ki11erDM said:
We did it with 4, with almost one death. Eldren Fighter, Tiefling warlock, human ranger, and elf cleric.
We also did it with 4: Dragonborn Fighter, Elf Ranger, Human Warlord, Human Wizard. The fighter went down twice in the final battle, but all 4 PCs managed to survive.
 

jasin said:
We had some trouble keeping track of who was marked, and we probably would have had more if we hadn't missed the fact that the fighter's mark only lasts until the end of his next turn.

I gathered a bunch of tiny swords and lightsabers from my sons toy box and use them for marked markers. If a sword is pointing at your mini then he is marked. It has worked out rather well and its fun to have a fistful of tiny weapons to bring to the game table.
 

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