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Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Mage attempts to make the Wizard more specialist, I remember having fun with the one Pyromancer I played.

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Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Orange Devil posted:

One of my players is playing a Warlord, currently at level 3, almost 4, and I'm having a really hard time finding fun and useful magic items for him to find. He's the type of Warlord who spends most of his turns allowing others to make extra attacks and doing a bit of healing. He's already got magical armour, and given how little he uses his weapon I'd prefer he buys one eventually and finds things that are a bit more impactful.

I've asked him for a wishlist and it's basically just items which support his healing, which is what I also already found on my own as good candidates (and his armour already helps with this also) but I don't want to give him just healing stuff and turn him into a walking band-aid because boring. There's other generally useful items ofcourse, like a neck-slot item or a shield, but the issue there is that it is very likely that other party members would take priority on those items because they'd likely get more use out of them. He's already starting to get behind on number of items compared to the rest of the party and I don't want this to get out of hand.

So long question short, what are some good lvl 5-10 magic item recommendations for a Warlord?

Weapon: Chieftain's Weapon (3)
Armor: Tactician's Armor Ringmail (5)
Head: Casque of Tactics (4)
Feet: Acrobat Boots (2)
Neck: Healer's Brooch (4)
Misc: Battle Standard of Healing (3)

A good (though slightly outdated) CharOp guide for this kind of Tactical Warlord build, including powers that allow the Warlord to actually participate themselves while still buffing their allies: http://www.dyasdesigns.com/dragon_phoenix/Genasi%20Novalord%20_%20The%20Wizards%20Community.htm

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Verisimilidude posted:

How do you all run skill challenges? I've been letting my players know that they're in a skill challenge and ask them to contribute in their own unique ways with their chosen skills, giving unrelated skills a higher DC than normal. So far this has proven to be successful, but I'm curious how other people run them. Do you obfuscate a lot of information from the players? Are you upfront about a lot of information?

An example of a skill challenge would be very useful as well! I know the book has a couple examples, but I'd like to hear about real world uses.

I always liked the Obsidian Skill Challenge System; even just removing Failures helped change my philosophy towards skill challenges a lot. https://www.enworld.org/threads/stalker0s-obsidian-skill-challenge-system-new-version-1-2.241440/

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Verisimilidude posted:

Thinking of adding this item to my 4e game, though I wanted to run it by some more experienced players to make sure I'm not screwing myself in the long run.

One of my players is deeply interested in crafting as a means of item progression (they are playing a Dwarven Runepriest) and I wanted to give them something that would help with that in our long-running campaign. The idea is they will find different types of these hammers that will allow them to craft items of new types, similar to how embers in Dark Souls work. The Enchant Items/Transform Items ritual is something they don't yet know about, and will eventually get access to much further down the line, and items like this are meant to bridge the gap between now and then.



They are currently level 5. I apologize for verboseness on things like item cost, but it's a situation where I know what my players will ask if I'm not particularly clear, and I wanted to get around that.

Is there an in-universe reason to hide the existence of the ritual from the players?

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

It’s an interesting concept, you could do something like a Mega Man boss system where they unlock a hammer that’s related to the dungeon boss and it could be used to give them an elemental advantage in future dungeons.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Verisimilidude posted:

How many feats do you need to take before the dagger starts dealing more damage than a weapon with literally twice the damage range?

I'm not saying you're wrong.

Not the answer, but Artful Dodger/Daggermaster Throwing Dagger Rogue is probably my pick for most "fun" build.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

You can use an accurate wand without the feat, you just don’t get the bonus until you take the feat. For a 1st level player with an unenchanted implement, no reason not to take the accurate wand, it’s the same as taking a regular wand and sets you up to take the feat later.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Jack B Nimble posted:

So now I'm looping back around to "apply inherent tier bonus to hit, expertise feats don't give bonus to hit but can be chosen for utility" but then also saying "look just pick one for free".

My only remaining question would be, is there one for every kind of weapon? Or is this a situation where, like, the generic long sword user is left out because all the feats are for like pikes and whips and staves and not for swords and maces and axes?

No, every weapon and implement type has one, and there are several multiple weapons or weapon/implement combo ones as well. It’ll be a lot cleaner in the tool just to let them have one free feat for free.

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Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Master at Arms gives a +1/2/3 to all weapon attacks and gives you a Quick Draw-like effect.

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