HeavenShallBurn
First Post
Spell Resistance, I pretty consistently forget to apply it.
CleverNickName said:So far, my experience with 4E hasn't been very positive...which is to be expected when I don't even have the rules in front of me. But from what I could tell, marking is going to be the most difficult thing to keep track of in a 4E game.
I expect to see lots of house rules designed to get rid of marking, unless the official books have a better way of handling it.
I hear you on that -- The charging rules are pretty different, and I'll admit I'm a still bit confused. The italic text in the PrRC says A) you can charge in a non-straight line and B) you don't necessarily provoke an OA from the opponent you charged. Given the text that we have, I can believe A), for now. But I'm uncertain about B). B) would make sense, but is there some reason we know that for certain?deathdonut said:Charging was probably the biggest point of confusion for my players and I. We had to reread it a couple times during the game. It's not that the rules are extremely complicated, it's just that they're very different from previous versions.
Uh-oh, ranged combat is a point of confusion for me too. It took me forever just to figure out you get your Dex bonus to damage now when firing a weapon. As for firing into melee -- so... I think you can just freely do this now in 4e? Is that right?Make sure they're aware of new ranged attack rules (firing into melee, no cover from allies, etc) and the (no)tumbling/OA rules.
Oh, you are so not alone.OchreJelly said:For the eight years I've been playing 3x, the players regularly use grapple and just about every time there's an aspect of it that requires a rules check. Just this week it was how to resolve a tie on the grapple check because no one could remember.
Yikes, that wasn't even on my radar screen -- after reading a couple times, I think I get it now, thanks!Kordeth said:Somethink I've seen trip a lot of people up in playtest reports is the difference between the fighter's Combat Challenge and Combat Superiority.
The new defenses and saving throws, I do think I get. As for obstacles and whatnot, absolutely, because we want to test that out too. Moving into squares, cover, etc. And fighting on a featureless, infinite plane is kind of boring. Honestly, I'm going to just steal the WoW arena maps. Mostly because when the team of four hobgoblins comes marching out on to the field, I totally want one of them to look around, groan, and say "Arrrgh!! Stupid Korg got disconnected again!!" "Oh well. Guess we fight these noobs anyway."Kzach said:The only thing that really confused me during my first go at the rules was saving throws. Not having ever even looked at the SAGA system, I didn't understand what the designers meant by Fort, Ref, Will being defenses. To me, they were saving throws. Took a bit of mental acrobatics to finally think, "Attack vs. defense, save vs. ongoing effect."
I do recommend taking advantage of the Combat Advantage rules. Throw in some terrain and other stuff that might give the players or enemies combat advantage.
Some definite consensus around marking being difficult. Poker chips, that's a good idea.TheLordWinter said:Marking is definitely a pain in the butt. By any chance, did you try it with tiles or poker chips or something to that effect or were you trying to do it via memory?
Yeah, we used poker chips (red for bloodied, blue for marked, etc.), but it was still a colossal pain in the ass. We had to remember to place them under the minis and we had to remember to take them away after we were done with them, and if several minis were all adjacent to each other the chips wouldn't fit over the right squares, and the chips weren't visible under anything larger than Medium-sized, etc.TheLordWinter said:Marking is definitely a pain in the butt. By any chance, did you try it with tiles or poker chips or something to that effect or were you trying to do it via memory?