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The Crotch posted:Non-hybrid rogues can do sneak attacks once per turn on any attack that deals damage with an appropriate weapon. Wait does that count as enemy turns too? Like say fuckwit mcbandit survives me stabbing him the back with a sneak attack, due to having cunning stalker I'd still have CA on him, he's not a smart person and tries to run on his turn, giving me an OA on him, while CA is still in effect, does it mean sneak attack can trigger there too because it's his turn not mine?
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# ? Feb 27, 2018 00:08 |
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# ? Jun 3, 2024 22:17 |
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Nalesh posted:Trying to look for fun feats to give my duelist rogue, went for daggers instead of a rapier even though it has some fun feats. What would be some interesting ones to grab? Currently at level 5 with cunning stalker and backstabber. If you are looking for fun, maybe look for some ranged feats like distant advantage, since those daggers are also thrown weapons which auto-return if they are magic, and many rogue powers work on ranged attacks.
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# ? Feb 27, 2018 00:15 |
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Nalesh posted:Wait does that count as enemy turns too? Like say fuckwit mcbandit survives me stabbing him the back with a sneak attack, due to having cunning stalker I'd still have CA on him, he's not a smart person and tries to run on his turn, giving me an OA on him, while CA is still in effect, does it mean sneak attack can trigger there too because it's his turn not mine? Yes, exactly. Else it would be phrased "once per round" or "once during your turn."
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# ? Feb 27, 2018 00:21 |
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Generic Octopus posted:Yes, exactly. Else it would be phrased "once per round" or "once during your turn." I'm a refugee from shadowrun, still getting used to all of this Ash Rose posted:If you are looking for fun, maybe look for some ranged feats like distant advantage, since those daggers are also thrown weapons which auto-return if they are magic, and many rogue powers work on ranged attacks. All magic daggers? Like I'm using a fey strike and rhythm blade currently, took the feystrike so I wouldn't have to chuck my weapon away Nalesh fucked around with this message at 00:48 on Feb 27, 2018 |
# ? Feb 27, 2018 00:33 |
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If it's magic, it comes back after being thrown. Good to remember if the combat just started, and you can sneak attack someone whose turn hasn't come up yet, but he's just a bit too far and you don't feel like charging.
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# ? Feb 27, 2018 01:14 |
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Huh, guess I need to think of something else to enchant the dagger with then.
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# ? Feb 27, 2018 01:49 |
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Nalesh posted:Huh, guess I need to think of something else to enchant the dagger with then. Yeah this generally originated from (A) No one wanting to chuck a magic weapon at someone or (B) Everyone taking Returning first thing on a thrown magic weapon, in the rare instance they even used one
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# ? Feb 27, 2018 01:52 |
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Doesn't help that throwing weapons are generally bad. Rogues get the best of it, though seekers can do some real good with with promise of storm on a thrown spear.
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# ? Feb 27, 2018 03:04 |
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My Lovely Horse posted:Starting now to get a bit concerned that these familiars might actually overshadow our own abilities and make the whole thing cheap. Although I guess if I'm really concerned about that I can just take the attack familiar or cite some roleplay reason to take none at all. So did anything happen with the familiars?
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# ? Feb 27, 2018 22:10 |
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Everyone got the flu and we cancelled. Good thing is, now we found a day where everyone can make it, and I'll subtly suggest we won't need those great familiars anymore to make up for the lack of two characters, shame after you went to all the trouble but it can't be helped. Coming up nexz: the adventure of the six defense familiars and their pet adventurers
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# ? Feb 28, 2018 00:14 |
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I'm going to start an eberron campaign to some forum friends of mine. Are there any good adventure paths on that setting on 4E?
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# ? Mar 3, 2018 18:39 |
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Just convert slaying stone and Madness at Gardmore Abbey? I don't think there generally are. Whispers on the Vampire's Blade from 3.5 has some nice pacing.
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# ? Mar 4, 2018 22:59 |
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Khyber's Harvest was a level 2 adventure set in Eberron. It's a free thing since it was made for Free RPG Day 2009, although the monster are still using early MM math so they'll need some edits. Probably any explicitly Eberron adventure is going to be in the Dungeon Magazine.
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# ? Mar 5, 2018 01:43 |
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So I might DM a campaign for 2 players in the future. I've seen some general advice for smaller parties here and there, but I was wondering if anyone here had advice for someone looking to run for 2 PCs?
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# ? Mar 7, 2018 09:17 |
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Make the hiring of NPCs and/or the capture of monsters for combat assistance a core gimmick of the campaign.
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# ? Mar 7, 2018 09:47 |
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BattleCake posted:So I might DM a campaign for 2 players in the future. I've seen some general advice for smaller parties here and there, but I was wondering if anyone here had advice for someone looking to run for 2 PCs? Give each player another pc under their control.
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# ? Mar 7, 2018 10:06 |
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BattleCake posted:So I might DM a campaign for 2 players in the future. I've seen some general advice for smaller parties here and there, but I was wondering if anyone here had advice for someone looking to run for 2 PCs? If they are new, they should play a defender and a leader, preferably ones that do lots of damage round-to-round, so ideally fighters, melee clerics, and warlords. If they are not new, have them play two each. Playing two characters can actually be easier, because your two characters are perfectly in-sync strategically if you know what you're doing.
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# ? Mar 7, 2018 11:22 |
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The above two post are pretty good, you can do the generic role classes from the two roles they didn't pick and sync the kits up to whatever monsters they capture if you go that route, or just give them NPCs and slowly give the players more and more control over said NPCs until they just have 2 characters. That is assuming they aren't experienced enough to run 2 off the bat.
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# ? Mar 7, 2018 18:43 |
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They're both fairly inexperienced, so I think I will go the route of having some companions for them. I like the monster capturing idea, as well as gradually giving them more control over their companions, thanks!
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# ? Mar 7, 2018 19:56 |
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So I had a quick question about using inherent bonuses. If you use inherent bonuses so you don't have to track expected bonuses from magic equipment as players level, do you just give players magical items purely for the other effects on them? What about with magic weapons that have unique critical bonuses aside from the standard +1d6/enhancement, are any of them actually interesting or are they not really worth bothering with? Inherent bonuses seems like it will cut down a lot on bookkeeping but of course you still want to drop fun magic items for players. I will probably poke into other editions of d&d for more interesting or plain weird magic items but I'm just wondering what's the best way to utilize the magic items in 4e alongside inherent bonuses.
BattleCake fucked around with this message at 16:56 on Mar 12, 2018 |
# ? Mar 12, 2018 07:36 |
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Yeah, keep dropping fun items on the players even if you're using inherent bonuses. Crit items are trash, but I might be biased by rolling like poo poo whenever I've run mass-attack/reroll builds. Passive properties are usually cool and good (and some builds rely on having them), stuff with unique daily effects can be neat if they aren't competing with other gear for an equip slot.
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# ? Mar 12, 2018 08:44 |
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A "High Crit" weapon, which deals an extra 1W of damage per tier whenever you crit, is a property of the base weapon, such as all scimitars. You can hand it out as a bonus if you'd like. By default, all magic weapons deal an additional +1d6 damage per plus. For a weapon to deal more than this is another bonus that you can also hand out if you'd like. By level 10, a character would have a +2 inherent bonus, so a +2 bonus to all attack and damage rolls, and +2d6 damage on a critical hit. You might say that they found a Berserker Weapon, which increases their critical damage to +2d10 Or they found a Frost Weapon, which changes their critical damage to +2d6 cold damage Or they found a Dragonslayer Weapon, which changes their critical damage to +2d12 against dragons, and +1d8 against everything else Or they found a Holy Avenger Weapon, which changes their critical damage to +2d6 radiant damage (on top of all the other effects and powers granted by these weapons)
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# ? Mar 12, 2018 09:02 |
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Keep in mind that, if I'm not mistaken, the inherent bonus table lags behind the expected item progression, i.e. when you get an inherent bonus, that's the latest you should have gotten that bonus from an item. It's a safety catch more than anything else. But also keep in mind that the higher bonus counts, and a simple +2 weapon is still worth it when your inherent bonus is only +1.
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# ? Mar 12, 2018 14:45 |
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My Lovely Horse posted:Keep in mind that, if I'm not mistaken, the inherent bonus table lags behind the expected item progression, i.e. when you get an inherent bonus, that's the latest you should have gotten that bonus from an item. It's a safety catch more than anything else. But also keep in mind that the higher bonus counts, and a simple +2 weapon is still worth it when your inherent bonus is only +1. The game math (with Expertise) still works out fine, though. I just let all my players' weapons and armor scale upwards automatically when those thresholds were hit.
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# ? Mar 12, 2018 16:54 |
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I thought there's weapons that do stuff like +1d10/plus critical instead of +1d6/plus, or that one earth staff which roots people instead of having a damage crit bonus?
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# ? Mar 12, 2018 22:54 |
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Yukari posted:I thought there's weapons that do stuff like +1d10/plus critical instead of +1d6/plus, or that one earth staff which roots people instead of having a damage crit bonus? Yes there are, and presuming you get such a weapon, you would replace your crit value.
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# ? Mar 12, 2018 22:57 |
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Is there a set of generally-accepted "fixes" for Beastmaster Ranger? Or some sort of obscure Beast Expertise etc. that helps close the gap? (I'd understand if the answer is "fey beast tamer" - do folks just let the ranger beast powers work with that pet?)
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# ? Mar 14, 2018 16:47 |
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wow this is not the 5e thread, I'm a dumbass
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# ? Mar 14, 2018 16:56 |
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gradenko_2000 posted:
Five Eyes posted:(I'd understand if the answer is "fey beast tamer" - do folks just let the ranger beast powers work with that pet?)
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# ? Mar 14, 2018 21:21 |
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Five Eyes posted:Is there a set of generally-accepted "fixes" for Beastmaster Ranger? Or some sort of obscure Beast Expertise etc. that helps close the gap? I let the ranger have a pet companion character so the PC didn’t have to use actions to power the pet. Beast master powers would still work, but the ranger could pick better powers / features and still have a pet. I adjusted the encounter for 1 extra PC and everything was good.
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# ? Mar 15, 2018 02:02 |
As an unshakeable 4e defender, I gotta say, multiclass feats were such a misguided idea. People want actual multi-classing you nerds. Putting out Hybrids later was good but they shouldn't have been called Hybrids, they should've been called multi-classing.
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# ? Mar 15, 2018 18:19 |
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Lurdiak posted:As an unshakeable 4e defender, I gotta say, multiclass feats were such a misguided idea. People want actual multi-classing you nerds. Putting out Hybrids later was good but they shouldn't have been called Hybrids, they should've been called multi-classing. The feats work better than the level-mixing style since they don't kill your progression for the sake of poaching some class features/power, but it could've been done better/been more interesting, or at the very least less feat-intensive. I'm not sure how Hybrid is a less appropriate term than multi-classing, to me it describes the mechanics involved there better.
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# ? Mar 15, 2018 18:49 |
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Oh man, I thought the first Multiclass feats were great. I think the extra feat taxes to take more powers weren't, though.
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# ? Mar 15, 2018 19:00 |
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Multiclass feats in general are a way better idea than the hybrid system. The hybrid system just adds needless complexity. Though yes, having to take extra feats to get extra powers sucked.
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# ? Mar 15, 2018 19:06 |
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They should've called it Dual-Classing.
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# ? Mar 15, 2018 19:21 |
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multiclassing has only ever made DnD worse, and the multiclass feats should have been where it stopped if they were going to do it at all
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# ? Mar 15, 2018 19:21 |
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Power swaps can be strong enough that spending a feat to do it seems ok to me. One for all three, anyway.
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# ? Mar 15, 2018 19:22 |
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Lurdiak posted:As an unshakeable 4e defender, I gotta say, multiclass feats were such a misguided idea. People want actual multi-classing you nerds. Putting out Hybrids later was good but they shouldn't have been called Hybrids, they should've been called multi-classing. All 4e defenders are unshakable. Especially Wardens.
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# ? Mar 15, 2018 19:38 |
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gradenko_2000 posted:multiclassing has only ever made DnD worse, and the multiclass feats should have been where it stopped if they were going to do it at all Strong agree, one of the worst aspects of class design in 3.x is that many of the classes lack the essential aspects of themselves until like level 3-4 because the devs are terrified of good things being sniped at level 1.
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# ? Mar 15, 2018 23:24 |
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# ? Jun 3, 2024 22:17 |
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Is there any character builder available for Mac? I used to use the offline character builder, but I no longer have access to a PC.
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# ? Mar 15, 2018 23:50 |