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Elmo Oxygen posted:Has anyone used any of the Encounters in-store material at their table? I'm thinking of starting up a new campaign and I'm interested in the Dark Legacy of Evard. Any trip reports to share? But from what I remember of Season 5: Dark Legacy of Evard, it was pretty good but also kind of average for the quality of the program. I think I enjoyed Lost Crown of Neverwinter and Beyond the Crystal Cave more as a DM, but also realize that people may not have access to those—although wasn't the Crystal Cave printed in one of the magazines a while back? I think Dark Legacy is serviceable if you can get your players to buy into the whole "dark heroes" concept a little bit, but over-reliance on Heroes of Shadow content comes with its own cost. I assume if you're considering using Encounters adventures that you're already aware of their railroady nature, so just be cognizant of that. Dungeon's Master has nice recaps of all the different seasons, including Evard's, you just need to scroll down... quite a ways. And if this is for a physical game—rather than a digital one—I have some DM resources that might be of use to you. Auralsaurus Flex fucked around with this message at 07:21 on Feb 16, 2014 |
# ¿ Feb 16, 2014 07:19 |
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# ¿ May 3, 2024 08:10 |
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It's been a while since I've used the LCB, but I think for that you either click on Lay on Hands in the little "selected powers" box at the bottom of the window and then that brings up the appropriate screen in the upper portion or there's a section somewhere on the at-will selection portion of the powers tab where Lay on Hands appears as though it's a power that's already been chosen and there's a little drop down arrow to the right of that bar or something. If neither of those work, I'd also check the Class Features section and make sure it's not located there. For the OCB, I think you just click on the bar for Lay on Hands and then the selection pop-up appears and you can change it from there. Bear in mind that I don't really have access to either of the builders presently, so I'm going off of memory here. In any case (at least for the LCB, the OCB might not actually do this), it's not super intuitive since it's presented as a selection already made for you rather than a choice you make yourself. Auralsaurus Flex fucked around with this message at 23:47 on Feb 16, 2014 |
# ¿ Feb 16, 2014 23:39 |
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SeraphSlaughter posted:I want to encourage it since he's building up a lot of backstory for it, but I don't want him to have more abilities right out of the gate than other players.
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# ¿ Feb 17, 2014 00:07 |
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Lamquin posted:So if I decide to do a Double Move it's a Double move - the creature can shift a square on difficult terrain if it dedicates two move actions to it. In a decent number of situations, this distinction won't cause a creature to still be adjacent to a single enemy combatant at the end of its turn—although it may be an inefficient use of actions and the enemy is likely still able to just move/shift up to a square adjacent to the fleeing creature on the pursuing creature's next turn. This is not the case in situations where the creature in question is completely surrounded by some combination of difficult terrain, blocking terrain, and enemy creatures. A 'double move" isn't any special game mechanic; it's simply game terminology/shorthand to say, "I'm going to take two Move Actions." As in, "I use a double move to move 10 squares," or, "I'm going to double move to shift away and then move my speed in order to get away from the goblin without taking an Attack of Opportunity." You had it right in your example/question regarding standing up, and—of course—there's nothing stopping you from making a houserule that says double moves work the way you want them to, it just affords the same benefit to the PCs and very slightly cheapens the effect of the aforementioned abilities such as Wild Step and [Terrain]walk. Auralsaurus Flex fucked around with this message at 23:37 on Feb 23, 2014 |
# ¿ Feb 23, 2014 23:19 |
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Well, that's what I get for not playing 4e in a while and not consulting my Rules Compendium before responding. That exact situation regarding moving through difficult terrain with a speed 5 character has come up plenty of times in play and it should have come to mind regarding the double shifting question.
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# ¿ Feb 23, 2014 23:32 |
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My opinion is that it does cheapen their effect, but not by terribly much in the grand scheme of things, since—as you mentioned—you're still spending more actions doing the same thing.
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# ¿ Feb 23, 2014 23:36 |
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I'm not sure if you're jumping on him for this (emphasis mine),PeterWeller posted:I'm not keen on 4E modules, PeterWeller posted:but Gammaworld
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# ¿ Mar 25, 2014 21:31 |
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Yep! Although it isn't as lively as more popular threads such as this one.
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# ¿ Mar 26, 2014 19:09 |
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There are prices and descriptions for several buildings in Mordenkainen's Magnificent Emporium and Adventurer's Vault 2 has some Wondrous Lair Items so you can film an episode of MTV's Cribs after you've pimped out your party's headquarters, but there aren't any real mechanics for how they (the buildings, not the wondrous items) function or anything like that, nor are there any rules for investing as far as I'm aware.
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# ¿ May 6, 2014 04:26 |
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The Sacred BBQ thread has been archived (I don't have archives, so that very well could be a bad link) since Jimbozig left TG, but this appears to be the most recently released playtest document.
Auralsaurus Flex fucked around with this message at 04:40 on Jun 30, 2014 |
# ¿ Jun 30, 2014 04:38 |
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My Lovely Horse posted:They don't but it doesn't unbalance anything at all if you just say they do. 1d6/plus is fair. AXE COP posted:"gain an item bonus to initiative checks equal to the blade's enhancement bonus". Does that scale off the IB? Auralsaurus Flex fucked around with this message at 19:56 on Aug 6, 2014 |
# ¿ Aug 6, 2014 19:52 |
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Does your group have any reliable forced teleportation or forced movement of 2 squares or greater? Because if not, I don't see how a successfully landed Horrifying Dismemberment isn't essentially a death sentence, short of deciding to Fling a grabbed creature—which would have questionable reasoning given that Dismemberment should usually be the better choice if it's got a grabbed creature. In general, action denial isn't very fun for the receiving end on either side of the screen, doubly so if you have no way to affect when the effect ends. I would recommend dropping the stun on Dismemberment down to a daze. That way the grabbed creature actually has an option between attacking and trying to escape. If you make the switch in status effects, you probably want to also have some sort of after effect on the power where the escaped creature is dazed until the start of their next turn so they can't potentially gain lost actions back by trying to escape first. This is less of a concern if you definitely plan on having The Beast flee without regards for consequences when it hits bloodied and you—and your players—don't mind a slight game of rocket tag where at least one person on Team PC is likely to lose their rocket launcher until the game's over.
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# ¿ Sep 3, 2014 17:01 |
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Relevant grab rules are that teleportation will end a grab and forced movement can break a grab if it results in the grabbed creature's end position exceeding the range of the grabber's initial power. So yes, you could bull rush your own teammate or the enemy—if you're any good with strength (or if the target has low fort)—but in this case, you would need two successful bull rushes before the Beast gets one of its turns. A monster should also probably have some sort of power for moving a grabbed creature (usually at either half or full speed) if it wants to be able to do so.
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# ¿ Sep 4, 2014 00:12 |
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MonsieurChoc posted:I was planning on using Dark Sun, as it's a pretty cool setting, and running through the three pre-made adventures (Bloodsand Arena, then the Campaign Setting book one, and then marauders of the Dune Sea). Unfortunately, I don't have a good alternative in mind unless you can somehow get ahold of the Ashes of Athas organized play campaign modules. dwarf74 might be able to weigh in on this more since he's got considerable Dark Sun experience, if I recall.
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# ¿ Sep 6, 2014 18:52 |
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UrbanLabyrinth posted:Which (if any) of the 4E Encounters seasons were worth running? If you're looking for a lengthy adventure with a serviceable—if a bit generic—plot, Keep on the Borderlands (Season 3) fits the bill—just be sure to tell anyone familiar with the original Keep that they shouldn't have any expectations of it being the same as the old module. For the most part, they all kind of have a different theme to them, so if there's one that really catches your/your group's fancy, it probably can't hurt to try it out, given the following proviso. Just be sure you know what you're getting into, which is primarily combat-heavy, railroaded adventures where combat encounters are sandwiched by brief roleplaying opportunities and skill challenges. The two I mention above at least either make the most out of it or change the formula a little bit. Dungeon's Master also has a bunch of Encounters resources, including weekly recaps and end-of-season report cards, if you feel like wading through some or all of them.
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# ¿ Nov 4, 2014 06:46 |
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They currently have everything up to Season 18, excluding Seasons 12-16, on Wizards' DriveThruRPG page (the last two seasons are found under the D&D Next section). I don't believe the maps are included, but I also haven't purchased any of them yet, so I can't say for sure either way.
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# ¿ Nov 4, 2014 18:41 |
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My Lovely Horse posted:My girlfriend just got a new phone. Are there any good Android apps around that would be useful for a player? Preferrably with the ability to import a sheet from local .dnd4e files.
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# ¿ Jan 18, 2015 04:46 |
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Littlefinger posted:Is there an online errata for the old guidelines somewhere?
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# ¿ Feb 17, 2015 18:05 |
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I'm aware of Advanced Encounters: Terrain Toolbox, which might be right up your alley. It's got a section on creating your own interesting terrain, but also provides quite a few different pieces of example terrain that you can just plug right in, reskinning if necessary. It's specifically for D&D instead of Gamma World, though, so you might have to tweak some numbers.
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# ¿ Apr 29, 2015 00:38 |
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gradenko_2000 posted:Is there a set/repository of pregens I can look into?
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# ¿ Nov 17, 2015 00:33 |
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Moriatti posted:How difficult would it be to publish an adventure module for 4e at this point? I'm not a lawyer, and this is not legal advice, but if I were going to publish 4E compatible material, I'd definitely look long and hard into the possibility of using the GSL to do so, since a good deal of the legal heavy lifting is already done for you. However, you may find that the license isn't appropriate for your needs, in which case you might want to consult with someone who is qualified to give legal advice and is familiar with IP law, etc. so you can figure out how to go about doing things the right way. thespaceinvader posted:Maps would be fine as long as you have the rights to them anyway. You could get away with referencing monsters and telling what page of the relevant book they're on, but I doubt you could print the actual stats without getting in trouble. Although, I very much doubt Wizards would have the resources to DO anything about it. And while the D&D branch of Wizards definitely doesn't have any real resources to speak of these days – evidenced by the lack of any corresponding license for 5E, among other things – I'm pretty sure its legal department is alive and well, if the whole Hex kerfuffle is any indication. The biggest hurdle to using the GSL – like I mentioned previously – is how outdated the SRD is. You might be able to get away with using references that should be in the SRD but aren't for lack of anyone updating the document – like, say, any references whatsoever to monsters that use correct math – as long as it's done in a manner appropriate to the rest of the license. I should note, though, that the SRD only applies to core rulebooks, so anything that only appears in a splat or adventure is probably out of the question. Obviously, if you're going to do something that violates the GSL, don't accept it in the first place – there are provisions built in where any licensee who breaks any of the license's agreements is held liable for Wizards' legal fees.
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# ¿ Dec 3, 2015 07:30 |
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Yep, that's perfectly ok as long as your monsters don't share the exact same name as a monster in the SRD and aren't facsimiles of anything that's not in the SRD. I'd also stay away from anything that Wizards considers proprietary characters and hasn't included in the SRD, such as Kuo-Toa, Slaads, and Yuan-Ti. Looking over the monster sections of the d20 SRD for the OGL for notable omissions should give you a better idea of which creatures are product identity for Wizards.
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# ¿ Dec 3, 2015 18:46 |
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Someone was asking about Gamma World in system recommendation megathread, so I thought I'd move that conversation over here since the the Gamma World thread's in the archives.Woozy posted:Just wanted to say I followed up on this and I think I'd just rather do an actual Gamma Worlds game! Any advice for someone running this for the first time? I'm pretty familiar with other tabletop games. Everything you need to get started playing is in the starter set, but there's a character sheet generator (redirected link) and blank character sheet (redirected link; .zip available) available that you might find useful. There's a set of booster cards to expand your Alpha/Omega options from just the base set, if you find that you or your players want more variety or deck construction options. The Famine in Far-go expansion has additional Origins, monsters, an adventure, and a few cards used in an optional subsystem for group or individual allegiance. The Legion of Gold expansion has more monsters, a few more Origins, another adventure, and rules for a feat system. There are also some vehicle rules (redirected link; direct download available) and a guide for incorporating real-world locations (redirected as well; direct download still available) posted on Wizards' website. You don't need all of these extras to start out, but they're helpful if you need more options as a GM or your players find the system to be just on the simple side of things for their tastes or want more character options. As I said before, you can probably even use 4E monster statblocks as long as you use a discerning eye when picking them out. If you're looking to get started soon, there's even a short holiday-themed adventure (also redirected with direct download still up and maps available; requires some statblocks from Famine in Fargo & Monster Manual 2), which might (I want to really stress the 'might') work as a one-shot if you have about five players who don't mind diving headfirst into 8th+ level characters. To speed up character creation, I'd also recommend printing out the cards you'll be using and some half-page Origin summaries that other people have created if you're playing in person. Otherwise, make sure you've got some sort of system for handling the deck stuff for online play. Auralsaurus Flex fucked around with this message at 06:57 on Dec 16, 2015 |
# ¿ Dec 3, 2015 21:40 |
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Apparently Wizards has chosen to prevent any new DDI subscriptions without advance notice. What's conspicuously absent is any statement indicating that this is a temporary measure. Pretty bummed about this, since I had some sort of weird account issue that prevented me from being able to use any of the tools the last time I tried to re-up, which was shortly after the change to the new account system. Without the welcomed convenience the various digital tools provided, this almost certainly means I'll never be able to run a 4E game again.
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# ¿ Dec 13, 2015 08:44 |
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Both the compendium and monster builder should be able to handle that – if you have Insider. If you don't, this tool doesn't include any unique monsters (and probably has an incomplete list of sources), but can handle what you need otherwise. Edit: This encounter builder looks like it pulls creatures from all sources, but requires compendium access to get any useful data – including the monster's source. Auralsaurus Flex fucked around with this message at 09:13 on Dec 13, 2015 |
# ¿ Dec 13, 2015 09:02 |
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The link redirects me to ddi.wizards.com. Does that work for you?
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# ¿ Dec 13, 2015 09:10 |
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Yeah, that's the first encounter presented in the Slaying Stone. You later end up infiltrating an enemy-occupied village in order to track down a MacGuffin.
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# ¿ Mar 15, 2016 19:47 |
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Yeah, it sounds like there's definitely a problem with too much time being spent discussing optimal tactics amongst your group, but tactical discussion itself isn't necessarily an issue.pookel posted:And then the monk leaps into the room on his next turn and uses his action point to be able to get to the fight which he shouldn't even have been aware was happening. gradenko_2000 posted:The two warning flags (not even red flags) I see in your story are:
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# ¿ Apr 18, 2016 19:43 |
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I don't have the text for Commander's Strike in front of me, but if that's an accurate paraphrase, that doesn't work the way you think it does because Melee Reach is not Melee Weapon.
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# ¿ Jan 8, 2018 05:06 |
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Thank you, Gradenko. I went to go look at Commander's Strike, and I had it hazily recalled/slightly conflated with Direct the Strike. My point was that per Rules Compendium page 100, a power with range Melee Touch is distinct from something with Melee Weapon. But yeah, a reach weapon will let you use the power in question against a target from a greater distance.
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# ¿ Jan 8, 2018 05:28 |
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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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That's not the right description; the grab power (RC 243) is not the grabbed condition (RC 231).
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# ¿ Aug 2, 2018 03:32 |
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In addition to Generic Octopus's post, your quoted text for the grab power is pre-errata.Rules Compendium, pg. 243 posted:Grab Unless you're intently keen on infinite recursion, it is obvious that "grabbing a target" means imposing the grabbed condition upon that target. Is it unfortunate that two different mechanics share the same term, but both are the most aptly named when considered in a vacuum. The designers must have come to the conclusion that, since they are different types of mechanics – namely a general condition and a specific power – any ambiguity stemming from their shared name was outweighed by the intuitiveness of that chosen name.
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# ¿ Aug 2, 2018 04:02 |
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# ¿ May 3, 2024 08:10 |
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Impermanent posted:Is there somewhere you can get like a big Summary of the various D&D 4e classes and a sentence summary of their playstyles? Interested mostly for ideas for a lancer hack i'm loving around with. I put something like this together a while back, although many of the short descriptions are more focused on theme than mechanics since I was aiming to provide a one-pager suitable for introducing completely new players to the classes. I believe it has all of the classes, but doesn't go down to the subclass level — which can sometimes produce noticeable differences in playstyle. I can also upload a Word document or plaintext version on request, if that would be more helpful than the PDF.
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# ¿ Dec 21, 2019 18:32 |