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Echophonic posted:Ok, this is going to sound strange, but what's the best way for me as a PC to limit how hard an Avenger can murder me? I think I can mitigate the others somewhat with some damage resistance of various types, but the Avenger will be tricky. I think I'm on track for a story-appropriate heel-turn and I'd like to have my pieces in place for when the weapons come out. Get a buddy to stand next to you and make sure that buddy can't be forcibly moved away from you or easily murdered.
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# ¿ Oct 23, 2014 03:35 |
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# ¿ May 19, 2024 22:03 |
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Echophonic posted:Man, Runepriests are a hassle to pick feats for. I have no idea what to do with my level 20 pick. I have all the core stuff for the greatspear, have some damage boosting stuff, the usual defense boosters, but I'm totally out of ideas. Any good leadery feats I'm overlooking? What do you have? Also, get Mark of Healing if you can.
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# ¿ Oct 27, 2014 06:21 |
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Mordiceius posted:Let's talk Natural 1s. Do you ever do anything special when your players roll natural 1s? Do you just leave it as "you miss, badly" or do you take it further? I actually remove natural 1s automissing, because gently caress that. Adding an extra effect onto automatically missing is pretty lovely.
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# ¿ Jan 26, 2015 08:45 |
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AweStriker posted:What's an AEUD, again? I must have forgotten. At-Will, Encounter, Utility, Daily.
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# ¿ Aug 24, 2015 23:29 |
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Deva are a rad concept with rad fluff
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# ¿ Dec 8, 2015 00:50 |
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dwarf74 posted:The final adventure of Zeitgeist has just dropped. So say what you will about ENworld - I have, and probably will in the future - they've produced a complete, awesome adventure path for 4e, finishing it up even after the end of the edition. That's a goddamn class act, right there. It's also the only series of adventures I've seen which really shows off 4e's best sides. Do you have any tips and suggestions for someone running Zeitgeist? Asking for a friend.
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# ¿ Jul 8, 2016 08:47 |
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I would be unoriginal and combine a ranger's double tap encounter power with the Distracting Strike power from level 3, for an interrupt doubletap that inflicts a scaling to hit penalty.
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# ¿ Aug 18, 2016 05:05 |
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Cthulhu Dreams posted:I don't understand why they just didn't given them wizard dallies as dallies The Bladesinger, aka the Fighter/Wizard of days past, had less powerful spellcasting than Wizards because of their martial focus. Dailies are the Wizard's strongest ability. Therefore...
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# ¿ Aug 29, 2016 00:43 |
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Torchlighter posted:So, a couple of questions for the thread. I've been GMing a group through a homebrew campaign, and I've been tooling around with some mechanics from other games, notably the Background system from 13th Age. DOAM is not going to have that dramatic of an effect since even say, half your damage as a striker dumping The Big One on an enemy isn't going to be terribly stellar, and adding that on other characters with less Striker levels of damage means it's going to be even more sad. Yeah, it's better than literally nothing, but anything positive is better than literally nothing so that's not really a favorable thing. Locking off powers behind the escalation die feels really lovely in 4e tbh. Like, beyond nova-ing, I feel like that would really sour the fun of choice since a lot of dailies are great to pop off at the start of the fight, again, not for nova purposes. I feel like the best way to tackle nova problems is to just have a frank conversation with your players that begins with something like "I know the optimal tactic in 4e is to drop the Tsar Bomba on your enemies immediately (and to be fair its the overpowering tactic literally everywhere), but it's not that exciting for me as a GM. Now I'm not saying that you should never nova, but don't always just smash the big red button that says 'kill absolutely every single motherfucker and terrify the rest'." I mean, to answer the question, it would alleviate the nova problem, but not in an especially "fun" way. In my opinion.
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# ¿ Oct 20, 2016 07:02 |
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My Lovely Horse posted:although I might also steal an expanding aura/attack from an MM3 dragon. Might nothing, definitely steal it. Those auras conceptually own. Just don't make them as... auto-hit as the Cataclysm Dragon auras are. By that, I mean the auras begin at iirc 5, then increase by 5 per turn into it hits 15. There's practically no way to actually avoid it in advance, and I've never found that fun at all.
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# ¿ Nov 14, 2016 11:28 |
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Ferrinus posted:I think Strike would be significantly worse if it had the Attacker Through Remote Proxies rather than the Summoner or whatever, and not just because the latter kind of class name makes it much easier to think of powers. Though there's not an official Strike setting its classes do suggest a default one, which I guess is a kind of Final Fantasy-ish tech-friendly fantasy world in which you've got both wizards casting spells and engineers laying mines. But can you have wizard engineers laying down spell mines?
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# ¿ Dec 11, 2016 00:47 |
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Eopia posted:So how much information should players have both in and out of combat? Should they know AC and NACs for their enemies, HP? Should they know the DCs for things they want to use skills for before they decide to roll? etc. I tell my PCs all of that, because in the end, it just makes everything easier on me, and on the PCs.
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# ¿ Dec 15, 2016 12:25 |
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Cthulhu Dreams posted:I'm DMing so this is a weird question but how do I get the Leader to stop holding his heals? He's playing a straight cleric with a strength/something build and has at least 3 encounter heals but seems obsessed with holding them until someone goes down. Tell him combat healing is Good because a) you typically use Minor actions to fuel it, or it gets slapped onto an attack, which makes it actually efficient, and b) 99% of heal effects use healing surge value, which means unless something is going drastically wrong with the target, the healing always scales from a quarter of their HP and up. Besides that, I hella don't know, man.
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# ¿ Dec 22, 2016 11:06 |
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P.d0t posted:For my homebrew 4e-ish D&D clone, I'm debating a small change to how knowledge skills are doled out. Specifically, power sources granting you a few trained knowledge skills. What's the difference between First Aid and Medical?
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# ¿ Dec 31, 2016 06:28 |
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My Lovely Horse posted:MBA: clawed gauntlets, deal damage and blind target until the end of its next turn. Don't do this. Blind at-will is the actual opposite of fun.
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# ¿ Jan 8, 2017 00:55 |
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Loel posted:So I knock my players to 0hp a lot, and I dont like the dying mechanic. Think Ill playtest this next session. This works extremely not well with how 4e generally operates unless you want something "deadly," and I really do mean to use the scarequotes.
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# ¿ Jan 12, 2017 02:30 |
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Spiteski posted:Dumb question, but how can I gain the ability to use Daggers as my implement as a Warlock? Multiclass Swordmage. You gain light blades and heavy blades as implements.
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# ¿ Mar 20, 2017 02:15 |
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Cease to Hope posted:it sounds like you should roll an invoker Flame of Hope is a cool rear end PP. Though, my personal favorite invokers are the convoker types. They're just really cool to me
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# ¿ Jun 2, 2017 10:49 |
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isndl posted:My favorite Invoker gimmick was the Tiefling Invoker|Cleric that rolled anywhere from 2-8 times on attack rolls and dominated on a crit. Too bad my rolls were still poo poo and I only managed to trigger the dominate once. Wouldn't you need a Bard multiclass for Life Singer for the double rolling, or am I thinking of something else?
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# ¿ Jun 2, 2017 11:54 |
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ProfessorCirno posted:Simulationism is a disease. so if i inject simulationism into my blood in minute quantities i can protect myself against it?
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# ¿ Sep 22, 2017 07:16 |
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What class is that dude and what are his stats? Build? Outlook on life?
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# ¿ Jan 15, 2018 03:57 |
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They don't really die of age, and if they get knocked unconscious they can just remain in unconscious death stasis forever. They'll probably get up eventually, but being knocked the gently caress out isn't really an extended rest, so once they run out of healing surges they just... lay there.
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# ¿ Jan 23, 2018 00:42 |
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BetterWeirdthanDead posted:Had anyone played an adventurer that had been petrified but still conscious for centuries? I have, but RPing the desire to scream with no mouth for centuries isn't particularly interesting or fun.
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# ¿ Jan 24, 2018 02:45 |
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Brash Assault+Harlequin is fun but your DM could just... not take the incentive, which leaves BA roughly as effective as a... Basic Attack, and IIRC Harlequin doesn't force the issue, just makes it safer. The other attack grants in the PHB and the MP2 are better anyways, but I'm glad you're having a blast with Bravura Warlords because they're my favorite kind of Warlord
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# ¿ Jan 31, 2018 04:19 |
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Definitely do inherent bonuses but just increment them at levels 6/11/etc. Basically the levels where you can get the upgrade via literally the Magic Weapon/Armor/Necklace items. As for other math taxes, it's just the Expertise and Improved Defenses feats.
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# ¿ Feb 9, 2018 07:31 |
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That support familiar is loving madness.
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# ¿ Feb 20, 2018 01:46 |
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Lurdiak posted:As an unshakeable 4e defender, I gotta say, multiclass feats were such a misguided idea. People want actual multi-classing you nerds. Putting out Hybrids later was good but they shouldn't have been called Hybrids, they should've been called multi-classing. Multiclass feats were unquestionably good, and Hybrids were a mistake. Level by level multiclassing (I also hate your use of "actual", because it sets anything opposing it as "illegitimate" from the outset, which is at the very least, disingenuous, and at most, uncritically cargo culting bad mechanics just because it cemented into your mind first) is a garbage bullshit newbie trap of a mechanic and I despise the obsession with it. I'm not sure how power swap feats could be made into an okay choice, though (excepting powers that are just obscenely good).
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# ¿ Mar 16, 2018 09:50 |
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ross the boss posted:I bought a bunch of 4e books on eBay and DTRPG because honestly I'm getting sick of playing 5e and I can probably convince my group to play a 4e Dark Sun Campaign if I sell them on the combat being way less boring. Hoo boy, you'll want to up basically the rest of the 4e books and ditch Essentials, or finagle your way into the character builder or something. Essentials is hot garbage (lol non-casters do nothing but attack and wizards have three hundred options per level) and the Monster Vault is an excellent book for how it's the crystallization of the monster math fix and design sensibilities that happened across its lifetime. The math is replaceable, but the concepts contained within are something you may not think of, so. As for creating adventures, it depends on how tightly scripted you'll want to make it. But strong advice for anything is to have an especially strong start and end, with a malleable middle that you can change to suit your needs/the players' needs. As for encounters, 4e is pretty forgiving in that it's generally so tightly balanced you're free to, as long as you don't deliberately do something overly fucky like chain stunning or using blatantly way too much damage, wing fights as long as you keep the numbers within the same range area. A sandbox 4e is incredibly doable, but you might find it difficult considering 4e's expected, measured and planned pace. You can obviously be a lot more free with knowledge of the system, but it's not going to be easy. A simple solution to 4e's Encounter/Daily timings on powers is to move it away from a chronological time based limit to a more narrative time limit, gating restoration behind more narrative units of time so you don't have players constantly running into fights freshly rested, as 4e assumes a steady progression of resources being chipped away at. EDIT: That's all the advice I can think up of unless more questions are asked/more concrete questions are asked. I hope this helps! NachtSieger fucked around with this message at 04:34 on Mar 17, 2018 |
# ¿ Mar 17, 2018 04:32 |
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Waffles Inc. posted:as a 4e liker this is a very good meme and I had to share https://twitter.com/KasimirUrbanski/status/982691846244663296 everyone's least favorite idiot
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# ¿ Apr 8, 2018 02:47 |
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Most classes have an at-will that replaces a basic attack, but that is a good point for the few that don't. Personally, what I would do is the PCs making an attack and then the monsters making one, each targeting an opponent. PC resolves first, then monsters. Elites and solos get more attacks. NachtSieger fucked around with this message at 04:34 on Apr 30, 2018 |
# ¿ Apr 30, 2018 04:31 |
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Xiahou Dun posted:Wait. If it's worth having a solo why are you glossing over the fight? It's a boss monster. Sometimes I just want to skip the foreplay. Or I posted mostly with an actual thought, got derailed into another idea, and then continued posting without making the A and B connections complete. MY BAD. Post still stands, just ignore the solo part.
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# ¿ Apr 30, 2018 08:26 |
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My Lovely Horse posted:I haven't counted but from my experience I wouldn't say "most". Plus, if you have to pick your basic attack at-will to be good in the filler fights, that's the point that at-will becomes a power tax the same way expertise is considered feat tax. I've always found the basic attack replacers largely good, but that might just be down to the circles I ran around in
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# ¿ Apr 30, 2018 23:40 |
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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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Kinda late, but it's a shame the Int/Cha psion is massively, unfairly better than the Int/Wis psion, because the latter has a while mess of real actually entertaining poo poo other than "hi these enemies can effectively no longer attack" or "hi this one thing has gotten hit by a one turn Lead the Attack" or "TIME TO MAKE THIS SHITLORD FORCIBLY PROVOKE THE FIGHTER'S MATK PUNISHMENT", or the previously mentioned Living Missile/Barrage
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# ¿ Jul 21, 2018 17:35 |
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# ¿ May 19, 2024 22:03 |
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KPC_Mammon posted:Back when I ran 4th edition players regained one action point, one daily power, and 1/3rd of their healing surges (rounded up) every milestone. No long rests. They'd level at the end of every adventure, at which point they got all resources back. Just add in as many milestone tattoos as you can and try to let the world burn in your wake.
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# ¿ Nov 29, 2019 02:43 |