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P.d0t posted:Consider using stun grenades that blind, deafen, or both (basically, say, Area Burst 1 within 5ish) Idea: Instead of adding more powers, take the glue bomb, change it to Chaos Bomb and make it a variable effect - either random (you know, how she's a mad bomber) or something she gets to pick (either per-target or once per bomb). 1. Blind (EoNT) 2. Immobilize (EoNT) 3. Slow (Save Ends) 4. Push 3 and Prone 5. Ongoing 5 damage (save ends) 6. Daze (EoNT) An At-Will Blind or Daze is super-strong, though, especially at Heroic Tier, so I'd be careful about letting her pick. Maybe add an Encounter Power (Minor Action) where she gets to pick once.
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# ¿ Feb 25, 2014 03:33 |
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# ¿ May 9, 2024 11:30 |
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My Lovely Horse posted:Little late following up on this but now that I've given Masterplan a whirl I feel I can give this question a proper assessment, which is that Masterplan is a feat of literal wizardry and I renounce the Turn Tracker now and forevermore. That was pretty much my finding with Masterplan, too; it started out good but got amazing. Literally the only thing I couldn't figure out how to do on it was give attack roll penalties. And even then, I can create a fake condition called "-5 to attack rolls" to jog my memory.
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# ¿ Mar 1, 2014 18:06 |
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Lamquin posted:This brings up two questions: I don't know of any such rule in 3e or 4e, which are the only two editions with flanking mechanics.
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# ¿ Mar 2, 2014 07:44 |
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djw175 posted:Because crossbows are literally the worst weapon. No other item in the game takes so long to reload.
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# ¿ Mar 6, 2014 23:51 |
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So EN Publishing came out with an "expanded" Player's Guide for the Zeitgeist adventure path. Some of the paragon paths it has are really drat cool. Very powerful, but very cool. Among them? A mecha pilot, a gunner who changes their firearm into a blaster, a rock star, and a guy who argues philosophy into reality. In other words, you should check it out even if you're not running the Path. http://www.enworld.org/forum/showthread.php?353204-Extended-ZEITGEIST-Player-s-Guide-(4E)
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# ¿ Mar 8, 2014 16:17 |
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xiw posted:Don't know if this has already been posted, but my DDI renewal came around: The Masterplan import is what tipped the scales for me.
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# ¿ Mar 10, 2014 17:11 |
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OmegaGoo posted:Is Masterplan Windows only?
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# ¿ Mar 10, 2014 17:45 |
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thespaceinvader posted:Straight invoker I think, absent certain builds which play around with Dizzying Mace.
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# ¿ Mar 14, 2014 23:27 |
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Is there any need to worry about a bugbear's Large weapons? It seems to me that's all they get, so it'll be fine in the long run. I have a bugbear barbarian joining up next week. Level 1 game.
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# ¿ Mar 17, 2014 19:00 |
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OneThousandMonkeys posted:One gets the most out of bugbear by rolling as many weapon dice as possible. They're a good race but if a game has dwarves it can suffer bugbears. I remember I thought they were broken early in the edition, but now that racial support is a thing, I'm good with it.
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# ¿ Mar 17, 2014 20:42 |
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thespaceinvader posted:Not really. Look at Exe Axe - 1d12b2 = 12+2/2=7 average damage. 2d6b2 =12+4/2=8 average damage. Goes up a point. Longsword: 1d8=8+1/2=4.5 average damage. 1d10=10+1/2=5.5 average damage. Same bump. Because going up to two dice doesn't increase your maximum damage, it's not actually all that hot for averages and it does nothing for crits (albeit ex axe has native high crits so YMMV) I'm still okay with this.
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# ¿ Mar 17, 2014 21:42 |
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thespaceinvader posted:Oh, balls, true.
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# ¿ Mar 17, 2014 21:59 |
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I just want to mention again that the new Extended Zeitgeist Player's Guide has about my favorite Paragon Paths ever. Some of them might be OP, but it's just a nearly-unbroken wall of awesome. Logos - You are so good at philosophy, when you argue with the world, you win. When you argue about what someone else will do, you win. If you make an argument 1/day that the door at the end of the hallway must be unlocked, it's unlocked. Mad Shootist - You have a loving Flash Gordon style ray gun. You can make this blaster fire a loving shrink ray. You can overcharge your weapon and make it explode. Monument of War - You are a famed veteran and everyone else gets to experience your shell shock. You call up ghosts of dead soldiers and they protect you and your allies. Notorious Celebrity - Want to be a rock star? You're a rock star. You have a posse. You can summon a phantom audience so they can witness how awesome you are. Polyhistor - Smart fighter? Smart fighter. Steamsuit Pilot - YOU HAVE A STEAM POWERED MECHA SUIT OF ARMOR. Urban Empath - You're like a druid, only with cities. Applied Astronomer - You watch the planets (which = Planes in Zeitgeist, so keep that in mind) so much you can reach through to them and pull them into the world. Also, when you spend an Action Point, your next Power gets Range: Sight in case you want to shoot at the goddamn moon or something. Vekeshi Excoriant - You seek revenge for your dead goddess, what's not to love? Just ... man. I can't wait for the party to hit 11th level.
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# ¿ Mar 20, 2014 00:20 |
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ArkInBlack posted:The other options for the blaster is Freeze Shot and Wave Shot, with wave ignoring cover on the target, and another power is literally the Super Metroid grapple beam. It is stupidly awesome and I need to play a zeitgeist game. We just ran a little tower defense skill challenge/minigame as part of the first adventure, too, and it was awesome. Prison Warden posted:Speaking of third party stuff, is War of the Burning Sky any good? I think the name is cool, which is 50% of the way there for me.
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# ¿ Mar 20, 2014 04:44 |
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PeterWeller posted:The glaring problem with WotC's D&D product line, especially with 4E, is a lack of really great and memorable adventures. I guess the splat book treadmill makes better business sense considering TSR's fate, but WotC's editions haven't left us with a whole lot of memorable collective stories like the TSR editions did. It's pretty shameful how bad 4e published adventures were. Hashtag Yoloswag posted:I really love Zeitgeist PPs and it's kind of a shame they're third party because I would play a Steamsuit Pilot or Logos in every game. killstealing posted:Would Zeitgeist be a solid adventure for a DM new to 4e? I really, really like it and I've been a DM in 3.5e campaigns and a player in 4e. I'll admit it, logos sounds loving amazing. The biggest must-have is a nice map of the Coaltongue to kick it off right. It's a big, sprawling encounter and a sense of place is essential. The second adventure looks much harder to run, though.
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# ¿ Mar 20, 2014 14:19 |
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That's true, but it's cold comfort, and well past the "first impression" period for most players.
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# ¿ Mar 20, 2014 15:05 |
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Prison Warden posted:So I've been reading some of the Stormlight Archives lately. If I'm reading Zeitgeist's mecha suit Paragon Path correctly, it straight up allows someone to make Shardplate (magical powered armour).
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# ¿ Mar 22, 2014 02:06 |
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Yeah, seriously, pretty much every 4e adventure released before 2010, and a fair number after, ranged from "terrible soul-crushing crap" (P3, H3, Marauders of the Dune Sea) to "playable, but still kinda crappy." (P2, H2)
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# ¿ Mar 25, 2014 21:42 |
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ObMeiste posted:...or if there are any alternatives that fill it's void to the same degree?
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# ¿ Apr 3, 2014 06:26 |
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My Lovely Horse posted:Getting creatures entered into the library is a bit of a pain. But then, even manually it's actually a really quick process and I'm done with it faster than I ever was in turntracker. Don't sit down to enter everything at once though, just enter everything you need for next session and you'll have a decently-sized library in no time. And if you don't have DDI, seriously, it's worth your $10 to sub for a month and slurp down the entire compendium full of monsters.
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# ¿ Apr 3, 2014 13:17 |
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P.d0t posted:Dumb question: when you crit with a High Crit weapon, are the extra [W]s maxed or rolled? Rolled, just like anything else that only happens on a crit.
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# ¿ Apr 6, 2014 22:16 |
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Cold, of course, with frostbite, is very well supported. Thunder is best for AoE.
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# ¿ Apr 12, 2014 05:41 |
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Pesticide20 posted:Yeah, I'm not really sure either. I've tried 7-zip and the default file explorer. I'm thinking I'm just having trouble downloading it, as Afghanistan isn't exactly known for a blazing fast internet connection. What's the file size supposed to be? Because I've "downloaded" it as anywhere from 2 MB to 2.9 MB https://drive.google.com/file/d/0B9qwm-rNX9YEU0JkTk8ySjR3azg/edit?usp=sharing
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# ¿ Apr 14, 2014 01:24 |
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rkajdi posted:Quick question before I shell out any cash-- is there a way to get the monster info from DDI moved into Masterplan? I knew it used to be possible, but I've heard that Wizards cracked down on it. Don't want to bother with even looking at the digital tools since they'll probably disappear 6 months into Next's proper release, and my group seems super happy with 4E. After having run both new math and old math monsters, I much prefer the latter in play, but the selection is limited outside the Compendium, which is supposedly new math and design for even older monsters. http://compendiumimport.codeplex.com/
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# ¿ Apr 19, 2014 14:11 |
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I don't even use wishlists. I use inherent bonuses plus "ooh this is cool." It makes item optimization tough - no full charge kits, for example - but my players were still destroying everything around their level in my Dark Sun game.
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# ¿ Apr 21, 2014 12:57 |
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SunAndSpring posted:So, does anyone know if there are any good rules, homebrewed or otherwise, for firearms for 4e? I'm looking for some rules for old-style muskets.
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# ¿ Apr 22, 2014 15:29 |
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fatherdog posted:A Blackguard with a full charge kit and/or Frostcheese is a very effective striker, they're just deadly loving dull to play. This is one of many reasons I won't ever run 4e with pre-Essentials full magic item crafting/buying/selling, and why I mostly prefer inherent bonuses now.
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# ¿ May 3, 2014 03:34 |
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Knucklebear posted:I'm ok having everyone roll new characters but I don't want to crush the momentum. Any thoughts?
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# ¿ May 5, 2014 18:20 |
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My Lovely Horse posted:Oh god, I have a new player joining my game and just got word that she picked a Battlemind. What do they even do? 1-6, not much at all. 7+, wreck your encounters. Also, they have scary tricks that make them great at working with other defenders.
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# ¿ May 9, 2014 16:14 |
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Chernobyl Peace Prize posted:And, added bonus, since you've got a player using the Battlemind as opposed to BEING that player, you won't have to worry about the psionic problem in general and the battlemind problem specifically that once they've picked their two good at-wills, they're effectively out of power selection beyond dailies. But yeah, Lightning Rush is forever. And one of the "tricks" I mentioned. (1) Fighter marks enemy. (2) Enemy attacks Fighter. (3) Battlemind Lightning Rushes enemy, attacking them and redirecting the attack to herself. (4) Whoops, enemy is now attacking Battlemind. At -2 because they're marked. (5) Fighter punishes enemy for Mark violation. ... All of which is out of turn.
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# ¿ May 9, 2014 16:40 |
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OneThousandMonkeys posted:They can shift if the monster shifts. Not if the monster moves. At that point they need a good OA. The harrying step feat is awesome, btw.
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# ¿ May 10, 2014 03:54 |
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Oh for heavens sake I might be back up to 7 players
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# ¿ May 13, 2014 17:09 |
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Iunnrais posted:Don't do it man! You have so much life left to live for!
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# ¿ May 13, 2014 18:24 |
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dwarf74 posted:Oh for heavens sake I might be back up to 7 players
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# ¿ May 14, 2014 17:40 |
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Agent Boogeyman posted:I will admit, however, that 16 may be sub-par when it comes to IMPLEMENT users.
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# ¿ May 20, 2014 23:19 |
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I've told my players straight up that "extended rests" can only happen after (usually) 4 encounters. I may formalize it into recharging per Act, since I'm running Zeitgeist...
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# ¿ Jun 27, 2014 16:31 |
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crime fighting hog posted:Hey guys, could someone point me to something, official rules or not, for flying ship to ship combat? I can probably wing the rules myself but wanted to see if there was some precedence I'm using simpler versions in my Zeitgeist campaign.
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# ¿ Jul 7, 2014 19:11 |
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Jade Mage posted:In the DMG there are the rules for NPC creation for PHB classes. Is there anywhere I could find the rules for PHB 2 or swordmage NPC characters? My advice is to take an existing monster and add appropriate thematic abilities using the real mm3 monster math.
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# ¿ Jul 11, 2014 18:34 |
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xiw posted:Out of the list of monster sources in the compendium, which ones have post-MM3 / good math? Really though, the math might have been fixed, but monster design wasn't fixed until mv.
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# ¿ Jul 20, 2014 04:40 |
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# ¿ May 9, 2024 11:30 |
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So I'd just like to give another shout-out to the Zeitgeist adventure path. We're part way through the 3rd adventure, and while leveling is a bit rapid (seriously, every 2-3 sessions or so), it's amazingly fun. Where was stuff this good in 2009?
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# ¿ Jul 22, 2014 17:49 |