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ArkInBlack
Mar 22, 2013
Well at least the gunsmith's level 1 ability allows you to use your primary stat for the attack roll.

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ArkInBlack
Mar 22, 2013
I have a few questions about Weapon Master's Strike for Fighters. One, how does it work for weapons with multiple types, like a Glaive that's both a heavy blade and a pole-arm? Does it get both benefits? Two, what's the point of the Spear/Pole-arm benefit when Combat Challenge is baked into every fighter? Just for people multiclassing into fighter?

ArkInBlack
Mar 22, 2013
I'd be down to play, work permitting. Knowing my luck and Night shift, probably not but won't know until you set out a time.

ArkInBlack
Mar 22, 2013

Dr Cheeto posted:

I'm DMing a 4E game for some people completely new to pen-and-paper RPGs who were curious about D&D. It's kind of intimidating, and I want them to have a good experience.


I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

I'm reserved about the rogue if you're rolling with RAW small weapons rules because hey, halfling will forever be stuck with the hand crossbow and not really get cool things for it. Might just be the CharOp I've kind of been wired to do at least slightly. Either way if he's ranged and doesn't have Preparatory Shot or Distant Advantage you'll need to put covering terrain in every fight (which is something you should do anyway, feature rich environments are cooler then the featureless flat lands for fighting) for him to get Sneak Attack which'll be his big money damage. And why get the old Weapon Expertise (Hammer) when Bludgeon Expertise does the same thing with additional benefits? Just to keep Tide of Iron from pushing foes 2 squares?

E:Typo fixes

ArkInBlack
Mar 22, 2013

Dr Cheeto posted:

Thanks, Bludgeon Expertise slipped my notice and I did not realize that sneak attack damage applies whenever the rogue has combat advantage against a target.

I'm not sure what you mean about RAW regarding small weapons. Is there a dearth of rogue skills that use hand crossbows or slings?

RAW stands for Rules As Written, which regards Small races like halflings and their ability to use medium sized weapons. Small creatures can't use two handed medium weapons unless they have the 'Small' tag, and similarly have to use Versatile one handed weapons with two hands unless it's 'Small'. If you roll with that the halfling rogue will forever be stuck with the hand crossbow where medium sized rogues could pick up other, better crossbows down the road, since their ranged powers work with any crossbow, not just hand. Granted this'll mean nothing if the character is used one session and dropped forever, but if the person grabs the rogue and is wants to stick with it as is, future problems could crop up. It's something most of the group I introduced to tabletop RPGs did.

As for the session itself, depending on how long it runs consider having a goblinoid army attack the town and have the PCs near each other so they are forced to work together to not get overrun. As they beat back a small force of goblins while the town guard/militia forces back the rest, someone important notices how well they did and hires them to go harass them back. Gives a good reason for the characters to work together when its "hey you and three other people are in this square and a buncha goblins roll up, too many to take on by yourself". Give a nice rolling start.

ArkInBlack
Mar 22, 2013

dwarf74 posted:

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.

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.

ArkInBlack
Mar 22, 2013

OmanyteJackson posted:

Well i'm working on making an essentials style engineer class, with robots and bombs n' poo poo. I've only done levels 1-10 so far https://docs.google.com/document/d/13AJ9n1IA5WFBwZLsNa2EGKyByC0RoqAWjawj15ShLpk/edit#heading=h.pq9c39kvwqde

Feel free to let me know how wrong I am. this is still a work in progress.

Yeah, I feel Suppressing Fire should be Area 1 and limited to Ranged Weapons, probably Firearm/Crossbow restricted on top of it (although throwing a hammer to suppress foes sounds fun). Speaking as someone currently running a summon wizard, the automaton's gonna go down in a single hit out the door, having 7 hp at level 1 with 18 Con. So he gets half the HP compared to normal summons in exchange for keeping him around if nothing spits on him in the fight, otherwise he works just like the normal summons in that he's once an extended rest. Chain Armor Prof on a class who's main stat is Int is kinda pointless, even with a +4 Int Mod out the door with it Hide would give better returns. I assume the marking bit if you spec Automaton means the 'bot marks it, wordings a bit weird. Some of the mods are bad, Tether jumps out as a big offender. Dropping all damage to slide targets is not worth it to me, unless you have a ton of cliffs around all the time.

ArkInBlack
Mar 22, 2013
One of my players was wondering the earliest he could get 'true' flight permanently, something like Favored Soul's level 16 thing. Without digging into specific god/domain feats it looks like Scion of Arkhosia is the closest, but I'm not sure, anybody know of anything else? He's a dragonborn paladin worshiping the Raven Queen if that'll help any.

ArkInBlack
Mar 22, 2013

sighnoceros posted:

Alright well apparently one of our players is dropping out, so now we have 3 people including the DM. We have another player who might be joining in a month or so, and obviously the ultimate goal would be to have more players, but does anyone have any ideas for handling a D&D campaign with very limited players?

In addition to OTM's suggestion, toss in a companion or two, I think DM2 details how to make them. Especially if the party has no leader with the fourth leaving, leaders are important to having healing worth a poo poo in combat.

ArkInBlack
Mar 22, 2013

cbservo posted:

This Sunday will be interesting as they're just outside the room with three witches. They may mow through minions, but they do not do nearly as well against magic using controllers. Especially three of them plus a charnel otuygh. :getin:

On one hand, you all but screaming to the heavens that you're invincible and cannot but stopped would really make the punchline of you walking back in after the encounter got trashed amazing, but on the other hand if this is control on the level of "okay now you get to do nothing this turn" please reconsider as losing actions is no fun and if you got three targets tossing them out it'll be the worst kind of miserable.

Also yeah there's probably a better way to get the plot moving then 'hope the players roll poorly'. Consider after a couple rounds of fighting having the VIP stay near the back behind even the rear and have them just kinda run out "in a panic" maybe dropping the macguffin, and if the party tries to stop them physically "well its not your turn"? Maybe have one of the previously mentioned ghouls do this fear attack that 'causes' the non-heroic npcs to flee as far as possible, as opposed to the push 3 on hit? Granted this might have helped before the session.

ArkInBlack
Mar 22, 2013

My Lovely Horse posted:

You know how life is full of little disappointments?

I think his current train of thought re: feats is "I badly need Athletics training" and I'm making plans to steer that in a more sense-making direction.

Except his strength score is like 12 maybe since he's pumping points into Wis and Con? With plate penalties training's gonna be a crappy bandage to a problem where the answer is "PLEASE GOD MAKE A CLERIC." Like, he's a pacifist cleric in every way except effectiveness.

ArkInBlack
Mar 22, 2013

Covok posted:

I hope no one minds me asking, but is this character any good? Can he be made better? I am no expert with the system.

Since you didn't take the Whirling Slayer you would need an Off-Hand weapon in your off hand to use Whirling Frenzy, which is also the only dual weapon attack you have. You'll probably want a proper two handed weapon; I'm fond of Mauls if you don't want to spend a feat on Superior Weapon Proficiency, I really love the Mordenkrad if you can live with one less feat.

To jump on with what homullus said, either put more points into Cha to make being Thaneborn worth it or switch over to Rageblood and become the murder train.

ArkInBlack
Mar 22, 2013

Winged Orpheus posted:

The problem is that almost none of the recipes list an actual component cost, they just say to see the alchemical item. So if it costs me 50g to make the inferno oil, or 50g to just buy a bottle straight up, what's the point of taking alchemy and buying recipes in the first place?

Being able to make them anywhere if you have the time, which is fairly niche but sometimes the GM does want to do some kind of Siege storyline where you don't usually have access to anything you'd want at a moment's notice.

ArkInBlack
Mar 22, 2013
No, but now I'm gonna because it's really kind of obvious they'd work well for it.

ArkInBlack
Mar 22, 2013

gradenko_2000 posted:

I thought the Knight's Defender Aura was really cool, and then I read the rest of the class and it does just about nothing else. Is there any shenanigans you could to have Defender Aura regardless?

Berserker gets I think the same thing and has at least a few powers that futz with it, EG a daily that makes it a 2 square aura and lets you shift a square to hit someone who breaks the mark, but beyond that not that I'm aware of.

ArkInBlack
Mar 22, 2013
Yo goblinoids are rad as hell.

ArkInBlack
Mar 22, 2013
Question about the Sidhe Lord theme, specifically Summon Sidhe Ally. The power has "The guard lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise the guard lasts until you dismiss it as a minor action or until you use this power again." Does this mean the Summoned Sidhe Ally doesn't leave at the end of the encounter like summons generically do?

ArkInBlack
Mar 22, 2013

thespaceinvader posted:

Correct. The common tactic to use with that power (if at all) is to summon it at the end of the previous day, then when it dies you can summon it again.

But really, the best thing to do with it is not to bother summoning it at all. It dies to a stiff breeze as it has only a surge of HP, and usually does so to a burst or blast so it can't dive in front of an attack to protect you. I only really ever used it on my summoner Shaman|Cleric, and then only really as a proc for Tome Expertise CA. Its movement power is nice, but the cost in surges when it inevitably, ignominiously dies is too high.

You take Sidhe Lord for one thing and one thing only - Sidhe Bargain.

It does mean Embroidered Beast's benefit lasts until it dies so it can attack without having to spend actions, which is something.

ArkInBlack fucked around with this message at 12:34 on Dec 27, 2015

ArkInBlack
Mar 22, 2013
Avengers going down the path of ignoring RNG are also my favorite, so you're at least not alone in liking a bad thing.

ArkInBlack
Mar 22, 2013

Mecha Gojira posted:

Closest I can think of is shouting "VENGEANCE IS MINE" while you retaliate with the encounter reaction power of the same name. Then you and a buddy make a swing at the fucker who dared to hit you.

This is 100% the reason Warlord is the best class in 4E. That and offering THE DEVIL'S BARGAIN to enemies by offering them a free attack against you, the 'healer', if the Barbarian gets a free attack too.

ArkInBlack
Mar 22, 2013

Arivia posted:

As always for 4e, steal from WoW: http://wow.gamepedia.com/Thaddius

Thaddius encouraged the charged groups to stay together with a necessary damage buff, and had mixed charges explode.

Also steal from FF14 because more games need to have fights like Brute Justice

ArkInBlack
Mar 22, 2013

gradenko_2000 posted:

I had a party with free access to inter-planar travel from Shadowfell to any other world, and I regularly dropped "quest breadcrumbs" that would lead to Athas. They always actively refused to pursue that lead.

Everything on Athas is incredibly dangerous so that's really the only sane response to it

ArkInBlack
Mar 22, 2013
I got decent mileage out of a Dragonborn Bravura Warlord that MC'd vampire, just attack things and grant extra attacks to everyone in the fight. Oh you go to geek the healer? Me and my Minotaur pal get to swing at you too. Oh I'm bloodied? Cool I do more damage, let's fuckin' go. This fights ending quickly, one way or the other. Martial Vampire means +1 surge when you get bloodied and 1 for hitting with an encounter power so real easy to end a fight with more than your max surges.

Wouldn't recommend doing this at level 1 though. MC vampire requires sinking at least two feats to start working. You could probably even skip the +2 surges feat with Martial Vampire but otherwise it's required.

ArkInBlack
Mar 22, 2013

Turtlicious posted:

What's the benefit of entering someone's space as a pixie?

With a heroic feat sharing a space with an ally grants them Cover, so +2 all defenses, and Paragon has a feat that lets them enter and exit an enemy's space without provoke OAs from that enemy. Baseline Pixies get to share a square with allies and enemies because they're so small which opens up some tactical considerations like standing on an enemy's square as a defender so they can't shift 1 and then charge someone else without provoking.

ArkInBlack
Mar 22, 2013
Devil's Pawn is real rad at level 10 and fits someone who wants to revel in being a demon

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ArkInBlack
Mar 22, 2013
Also I'm pretty sure there's an Epic Destiny that is also just "you're a lich" and that costs qualifying for it which is way less than whatever rigamarole of gold and reagents any ritual will.

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