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NachtSieger posted:I've always found the basic attack replacers largely good and worth taking, but that might just be down to the circles I ran around in
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# ? Apr 30, 2018 23:41 |
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# ? May 21, 2024 13:02 |
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RHoD is funny because I'm pretty sure there's been like a dozen attempts by people to run it here, and every single one has fallen apart (not because it's bad, but because of course a 1-20 super adventure isn't going to work in PBP). Never played it myself.
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# ? May 1, 2018 06:15 |
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It's not even 1-20, it's like 5 to 10. Part of it's just the nature of D&D PbPs though, where you have weeks-long battles with a pile of goblin mooks. It took over six and a half years for the GitP guide writer to run it in PbP and that included fast-forwarding through most of the last chapter.
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# ? May 1, 2018 06:26 |
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starkebn posted:I wrote these instructions ages ago, don't know if it will still work, but give it a try So I went to the link and the 4share says the file link is not valid. Any idea where I could find the ?
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# ? May 1, 2018 22:38 |
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There is a discord here that could probably help you out finding the character builder and offline compendium
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# ? May 1, 2018 22:46 |
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Nomadic Scholar posted:So I went to the link and the 4share says the file link is not valid. Any idea where I could find the ? just googled the file name http://www-personal.umich.edu/~macmog/DnD4E/
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# ? May 1, 2018 23:08 |
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Has anyone done sufficient playing with dragonshards and/or mounts? If so, any feedback on these?
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# ? May 3, 2018 20:05 |
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Widening my earlier question : What is the absolute most broken fighter build short of like infinite damage combos and poo poo? Just curious.
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# ? May 4, 2018 07:08 |
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Xiahou Dun posted:Widening my earlier question : Fighters are more about shutting stuff down. IIRC the only truly broken build was class independant and abused the rebreather item.
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# ? May 4, 2018 18:49 |
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Xiahou Dun posted:Widening my earlier question : AT what level? If you're talking level 30, it's probably something to do with stunlocking.
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# ? May 4, 2018 22:19 |
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Yeah, nothing in 4e is 3e style straight up broken, and very little is 3e style overpowered. You need to get into rebreather shenanigans or the like to be grossly overpowered, and to be frank, true 4e optimization happens on a party level. Unlike 3e where you actually were just this vague group of individuals who are coincidentally near each other during the fight, 4e expects you to be a group, and no individual character can really set the whole game revolving around them, whereas a group that's optimized together will murder anything and everything in their path. Like I'm pretty sure the actual most overpowered character are certain leader builds - not because they're super powerful characters on their own, because they can turn like two or so melee characters into a goddamn Doom-style chainsaw.
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# ? May 4, 2018 22:27 |
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For my money the best fighters (not op) are Wisdom-secondary, which is not always an obvious path to take with them when the game suggests that you go Dex or Con. - Superior Will qualification - High attack bonus on mark punishments - Encouraging Shield gives you really high Will - Polearm stuff - Hybrids well quote:Like I'm pretty sure the actual most overpowered character are certain leader builds - not because they're super powerful characters on their own, because they can turn like two or so melee characters into a goddamn Doom-style chainsaw. The established "best" leader is the warlord, because of this. It's just a purely stronger option than what the other leaders specialize in, because free attacks (that often also get bonuses) are really powerful. Cleric and bard are also very, very strong in their own ways.
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# ? May 4, 2018 23:36 |
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When you have a non-self-buffing healer build nicknamed "killswitch" you know you've got something going on. I've played a lot of fighters. I'd recommend only caring for damage as a "Well it'd be nice to do damage." Fighters are really good at being huge dicks that stops the enemy from doing what they want to do. Embrace your inner jerk. Become the rear end in a top hat you always wanted to be.
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# ? May 5, 2018 01:25 |
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Goliath arena fighter, taking the spiked chain and quarterstaff as your arena weapons, though the spiked chain is the only one you actually use. Staff expertise to give your spiked chain +1 reach. Stoneblessed paragon path for another +1 reach at level 11, and one round of threatening reach per encounter at level 12. The best build? No, definitely not. But I've wanted to try it out for a long time. Just, uh... gotta make sure your GM agrees about the staff expertise thing.
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# ? May 5, 2018 01:47 |
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So I'm going to be running Slaying Stone in a few months so I made these sprites here: (click for a link to the album where they are transparent)
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# ? May 6, 2018 05:06 |
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One of our group's campaigns is switching back to 4e, and I think I want to play a Str/Dex brawler fighter. It seems like there's a lot of synergy between the Brawler powers and Flail feats/powers, between all the sliding and prone-ing and grabbing. Trying to figure out if I should do like, a three-headed flail and regular unarmed, or bring something like a Net or Whip and use the Monk multiclass feat to get unarmed combatant.
Reik fucked around with this message at 19:45 on May 10, 2018 |
# ? May 10, 2018 19:42 |
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Reik posted:One of our group's campaigns is switching back to 4e, and I think I want to play a Str/Dex brawler fighter. It seems like there's a lot of synergy between the Brawler powers and Flail feats/powers, between all the sliding and prone-ing and grabbing. Trying to figure out if I should do like, a three-headed flail and regular unarmed, or bring something like a Net or Whip and use the Monk multiclass feat to get unarmed combatant. I did the latter - without the net or whip, so pure unarmed - and I've had a lot of fun. The DM tends to treat "marked" as aggro, so I don't get a lot of chances to do mark enforcement or OA stuff, but that's not the fault of the class by any stretch. There have been times when I've wondered if a flail brawler wouldn't have been more effective because of that, but chokeslam dragons all day 4ever so gently caress it, it's awesome.
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# ? May 10, 2018 23:29 |
Just watch out because brawler is pretty feat intensive. Adding another combat style on top of it might feel a little constrained. Make sure the bits you need will come online in a timely manner for the level the campaign is set at.
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# ? May 11, 2018 12:41 |
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Lemniscate Blue posted:I did the latter - without the net or whip, so pure unarmed - and I've had a lot of fun. The DM tends to treat "marked" as aggro, so I don't get a lot of chances to do mark enforcement or OA stuff, but that's not the fault of the class by any stretch. There have been times when I've wondered if a flail brawler wouldn't have been more effective because of that, but chokeslam dragons all day 4ever so gently caress it, it's awesome. If you take the Monk multiclass feat for Unarmed Combatant as a Brawler Style Fighter and you wear a shield, are you considered to have an "open hand" if you have your shield and your monk unarmed combatant weapon equipped? Reik fucked around with this message at 18:15 on May 11, 2018 |
# ? May 11, 2018 17:56 |
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Reik posted:If you take the Monk multiclass feat for Unarmed Combatant as a Brawler Style Fighter and you wear a shield, are you considered to have an "open hand" if you have your shield and your monk unarmed combatant weapon equipped? I too am interested in making a Captain America Brawler so either this or counting a shield as a weapon is something I'm interested in.
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# ? May 11, 2018 18:20 |
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Moriatti posted:I too am interested in making a Captain America Brawler so either this or counting a shield as a weapon is something I'm interested in. I feel like while it makes "sense" you have an open hand, you technically have a weapon and shield equipped, your weapon is just "monk unarmed combat". Otherwise you could stack the Brawler AC and Fort bonuses with shield bonuses which seems inappropriate. Essentially your character meets the following qualifications if this is the case: -Has an open hand -Has a shield equipped -Has a weapon equipped from the Martial Power 2 sidebar on open hand ONE HAND FREE? Many fighter powers require a hand free. For your hand to be considered free, you can't be using it for anything else-that means no off-hand weapons (except for a spiked gauntlet), no two-handed weapons, no shields, and no items, such as sunrods or lanterns. Already Grabbing: You can grab only one creature at a time unless both your hands are free, in which case you could grab two creatures at once. You must spend a minor action to sustain each grab, though. Versatile Weapons: If you use a versatile weapon, Switching your grip from one hand to two hands is a free action. However, if a power requires you to have a hand free, you must keep that hand free for the entire attack or until you use the hand for something that is part of the attack, such as grabbing an enemy. Spiked Gauntlet: Your hand is free if you wear a spiked gauntlet (Adventurer's Vault, pages 9-10), even if you use the gauntlet to attack during your turn. I think the Spiked Gauntlet caveat could also apply to Monk unarmed combatant? If you grab someone with that hand though, you probably wouldn't be able to use it as a weapon while the grab was going. Reik fucked around with this message at 18:40 on May 11, 2018 |
# ? May 11, 2018 18:23 |
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Moriatti posted:I too am interested in making a Captain America Brawler so either this or counting a shield as a weapon is something I'm interested in. I've been working on this problem with Reik on Discord and while I'm not completely sure on the first part, there's a Spiked Shield in Adventurer's Vault that can be used as a weapon.
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# ? May 11, 2018 18:52 |
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Tuxedo Catfish posted:I've been working on this problem with Reik on Discord and while I'm not completely sure on the first part, there's a Spiked Shield in Adventurer's Vault that can be used as a weapon. Adventurer's Vault Level 6 Throwing Shield Item Slot: Arms Rarity: Uncommon Power (At-Will): Standard Action. Make an attack: Ranged 10; Strength + 2 vs. AC; on a hit, the target takes 1d8 + Strength modifier damage. The shield automatically returns to your grip after the attack. Power (Daily): Free Action. Use this power after you hit a target with this shield's ranged attack. The target is pushed 1 square. That on a spiked shield solves your ranged and melee problems in one go, it's not GREAT, but it at least lets you lean into that Captain America style. Spiked shield gets you proficiency bonus to the thrown attack where the other shields don't, so the attack is actually decent to hit at least. The enchantment itself doesn't offer an enhancement bonus, so you'd have to rely on inherent bonuses to keep it up to par. You're also missing out on being able to use arms items, but thems the breaks when you wanna build something super gimmicky haha.
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# ? May 11, 2018 21:48 |
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Successful Businessmanga posted:The enchantment itself doesn't offer an enhancement bonus, so you'd have to rely on inherent bonuses to keep it up to par. You're also missing out on being able to use arms items, but thems the breaks when you wanna build something super gimmicky haha. Good news, at least assuming that wiki is accurate: quote:Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers.
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# ? May 11, 2018 21:51 |
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Successful Businessmanga posted:Adventurer's Vault I've been looking into AV2's rebounding weapon, I'm running said game so I'm more willing to combine or homebrew loot, I'm 80% sure I'll have a brawler fighter in the party too.
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# ? May 11, 2018 21:53 |
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Tuxedo Catfish posted:Good news, at least assuming that wiki is accurate: I don't want to burst your bubble, but Throwing Shield is unfortunately a shield enchantment — not a weapon enchantment — and magic shields always occupy the arms slot by RAW. Of course, you and your DM are free to houserule whatever you agree upon and want to. The wiki's also wrong about dual wielding shields; nothing stops you other than opportunity cost (since typed bonuses such as shield bonuses don't stack).
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# ? May 12, 2018 00:35 |
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Auralsaurus Flex posted:I don't want to burst your bubble, but Throwing Shield is unfortunately a shield enchantment not a weapon enchantment and magic shields always occupy the arms slot by RAW. Of course, you and your DM are free to houserule whatever you agree upon and want to. Spiked shields are light blades, so they can be enchanted as Farbond Spellblades. Hwurmp fucked around with this message at 03:09 on May 12, 2018 |
# ? May 12, 2018 02:51 |
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Something I've been bouncing around in my head is changing the enhancement bonus to attack and damage from being on the weapons themselves to being on your arms slot item. The idea behind it is reducing the math complexity for players, so if they're attacking with a weapon they're proficient in they always know what their attack bonus is going to be (assuming the same ability modifier and no weird bonuses of course). Anyone want to weigh in on if that would help or not? I know the real answer is just Use Inherent Bonuses, but I'd like to reduce the amount of conditionals I have to give out every time I tell someone to make a new character.
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# ? May 15, 2018 16:12 |
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Just use Inherent Bonuses. You can check a single box in the character builder and it will handle it for you - I'm not sure what you predict making a custom item gets you beyond that. Properties so you can have Lightning Armbands and get Lightning on every weapon you wield?
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# ? May 15, 2018 16:18 |
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That owns as a concept, actually
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# ? May 15, 2018 16:19 |
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RyuHimora posted:Something I've been bouncing around in my head is changing the enhancement bonus to attack and damage from being on the weapons themselves to being on your arms slot item. The idea behind it is reducing the math complexity for players, so if they're attacking with a weapon they're proficient in they always know what their attack bonus is going to be (assuming the same ability modifier and no weird bonuses of course). Anyone want to weigh in on if that would help or not? I know the real answer is just Use Inherent Bonuses, but I'd like to reduce the amount of conditionals I have to give out every time I tell someone to make a new character. https://songoftheblade.wordpress.com/2017/05/07/simplified-modifiers-for-dd-4e/ Alternatively, your intended bonus from [Half-Level + tier bonus + magical items] is always [character level x 0.8]
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# ? May 15, 2018 16:31 |
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I don't really see how tying enhancement bonuses to the arm slot simplifies things beyond inherent bonuses, other than possibly removing the arms slot for anyone who'd want another item there. Having fewer options does simplify things, but I'd probably get annoyed if I lost a slot like that.
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# ? May 15, 2018 18:07 |
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Seriously. If you're decoupling them from weapons, go the whole hog and just decouple them entirely.
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# ? May 15, 2018 22:30 |
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Has anyone toyed with using the 5e Combat Advantage system in 4e? Would it just shatter the math? I much prefer the idea of 2d20 & pick highest, over yet another +2. It feels like a much bigger deal and I think it'd feel more special to the player who has it.
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# ? May 17, 2018 13:33 |
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The Avenger class is in fact based around that whole concept.
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# ? May 17, 2018 13:42 |
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I did, but 4E allows for situations where you set big attacks up with stacking bonuses to your attack and penalties to enemy defenses and that's a level of teamwork the system thrives on and that you just can't replicate with advantage/disadvantage. Plus yeah it probably does things to the math, 2d20 pick higher is generally speaking a much better bonus than +2 to the roll so it would increase the power of all those effects by a lot and devalue all those abilities that already grant rerolls that feel special now. e: very much including the Avenger class which would lose its whole gimmick
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# ? May 17, 2018 13:45 |
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Surprise T Rex posted:Has anyone toyed with using the 5e Combat Advantage system in 4e? Would it just shatter the math? One issue is that there are already abilities/effects that replicate the effects of gaining Advantage (especially the Avenger class), so you'd have to find a way of dealing with that. I don't know if I would use the term "shatter the math" - it does make Combat Advantage that much more powerful - whereas normal CA is a 10% improvement, 2d20k1 is akin to a +5 bonus, which would possibly guarantee hits a lot of the time that you normally wouldn't be able to achieve except with much higher levels of teamwork and character optimization.
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# ? May 17, 2018 13:53 |
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gradenko_2000 posted:One issue is that there are already abilities/effects that replicate the effects of gaining Advantage (especially the Avenger class), so you'd have to find a way of dealing with that. Realistically,there would have to be some sort of stop gap, a thing that could represent a bonus not as good as Advantage. Dare I say it, some sort of boon...
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# ? May 17, 2018 17:04 |
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The real problem is it more or less doubles your crit rate which makes perma CA mandatory given how good crits are in 4E.
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# ? May 18, 2018 10:01 |
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# ? May 21, 2024 13:02 |
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I've always felt that crits in 4e were weaker than their 3x 5e cousins?
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# ? May 18, 2018 21:37 |