|
P.d0t posted:You mean like Defender Aura? It makes simulationist sense too, provided you're not a goddamn idiot.
|
# ¿ Jan 30, 2014 09:32 |
|
|
# ¿ May 3, 2024 00:56 |
|
The first time one of the characters in our group makes an attack against a given defense for a monster, the actual number for that defense goes up on our turn tracker. We're using a custom one, though; dunno if Masterplan has that functionality.
|
# ¿ Jan 31, 2014 22:12 |
|
I'm currently playing four characters that use implements and only two have superior implement training. It's not, imo, significantly different than Superior Weapon Proficiency.
|
# ¿ Feb 8, 2014 19:38 |
|
TheWyrmDude posted:There's a theme called Darkwalker Kin that gives the character an at-will, once per round wolf transformation, and the bite is like, 1d8, +3 proficiency bonus, and gets the enhancement of your primary hand weapon. When you transform you can shift as well. What's that from? It doesn't show up in compendium.
|
# ¿ Feb 17, 2014 03:54 |
|
The Leper Colon V posted:Cold is good for controllers. Why is cold good for controllers? Frostcheese is good, but additional piles of damage is more of a striker thing than a controller thing.
|
# ¿ Apr 12, 2014 06:32 |
|
The Leper Colon V posted:Cold is usually accompanied by slow, or other good controller-y things. ...your case in point has half of frostcheese and a feat that gives -2 to fort whenhit by cold attacks. I'm not necessarily disbelieving your point, but your case needs some serious work.
|
# ¿ Apr 12, 2014 06:41 |
|
Purely from a DMing perspective, putting together a 4e encounter takes like a tenth of the time of putting together a 3.5/Pathfinder encounter, and it's vastly easier to figure out whether the encounter will actually be an appropriate challenge for your party.
|
# ¿ Apr 19, 2014 18:41 |
|
Roctavian posted:I have a storm sorcerer player in my campaign, who uses longswords as implements. I understand weapon-as-implement stuff is poorly supported, but the way I'm running it is like this: There are a couple of ways to do this RAW if you don't want to muck around with custom rules. Arcane Implement Proficiency feat allows you to be proficient in an implement used by any arcane class. Swordmages can use heavy blades as implements, and are arcane, so there you go. If he has Con and Int 13+ and hasn't taken a multiclass feat yet, he can also take Heart of the Blade and multiclass into Swordmage. In addition to being able to use heavy blades as implements and picking up another trained skill, he gets swordbond - quote:SWORDBOND which your player may find cool. Nothing that I'm aware of makes 2) happen, but if he wants to do that I'd let him; it's far from unbalanced.
|
# ¿ Apr 19, 2014 19:39 |
|
A Blackguard with a full charge kit and/or Frostcheese is a very effective striker, they're just deadly loving dull to play.
|
# ¿ May 3, 2014 03:13 |
|
dwarf74 posted:Make that "any character at all" and you're still right. You aren't wrong, but Blackguards are actually pretty effective strikers even with neither thanks to Power of Strife.
|
# ¿ May 3, 2014 04:17 |
|
Psychologically, it's difficult to "force" PCs to fail at something without making them feel like they're being railroaded. If they've done a bunch of stuff to prevent her from being kidnapped and defended her in combat and you have to fiat it anyway because of the plot, it tends to get players annoyed. My advice would be either of the following - A) set up a combat where there's a twofold "goal" - maybe the place they meet the witch for her to explain things has some important looking item in it, goons burst in, and she screams "PROTECT THE IDOL!". If she gets kidnapped while they're "succeeding" at protecting something else, it feels much less railroady, and if the item is maybe visibly one part of a whole - maybe it's got an obvious hole in the middle that corresponds to a necklace that a successful Perception/Insight check means you'll "let" the PCs remember the witch was wearing - it's a good McGuffin to send them off to "rescue" her as per your plot. B) Set up a combat where goons try to kidnap her, and it's tough but obviously (to the PCs) possible to stop them. If they fail, things proceed as normal but they feel like you gave them an honest chance, and the fact that she was dragged off alive means they have an obvious trail to go "rescue" her, as above. If the PCs stop them, have the witch panic about not being able to hide from them and never being safe, and have her try to talk the PCs into going off to stop them once and for all. If they agree, all is good; if they don't, you've given her a much more foreshadowed motivation to "wander off".
|
# ¿ Jun 4, 2014 22:07 |
|
cbservo posted:That's a really, really good idea, actually. I had toyed with the idea of her having a necklace that would eventually serves as a catalyst for the ritual that would allow her to feed off the essences of her dead witch friends. For 6 level 10 PC's, what would be a good number of monsters for a distraction encounter? One that they could beat pretty easily but have her get carted off? Use a standard XP budget but spend most of it on minions; while they're fending off the hordes trying to get to the item a couple of the non-minions can make off with the witch. You don't have to go buck wild with the minions but you're going to want to err on the side of more monsters, especially since a couple are gonna be running.
|
# ¿ Jun 5, 2014 05:41 |
|
Dr Cheeto posted:Isn't there a Bard build out there that isn't so much focused on its own maneuverability, but grants a number of teleports to party members? There's a feat called Walk Among the Fey (iirc) that turns all bard's slides into teleports, which has great potential for ally teleportation as well as enemy. I'm currently running one that's MCed warlock to pick up Ethereal Sidestep and the Evermeet Warlock PP, but there's a wide variety of ways to take advantage of it.
|
# ¿ Jun 29, 2014 16:15 |
|
Bikindok posted:So, I may be involved in a 4e game for the first time since release (seriously, last time I finished a dungeon was Keep on the Shadowfell) and holy poo poo, I have no idea what I'm doing. I kind of want to run a Warlock, but have heard that mechanically, they're not very good? Should I just swap over to Sorcerer, or can I make Warlocks not suck somehow? I like the Star Pact but I'm not under any illusions about it being anything but a bad idea. Warlocks are fine and I'm not sure why anyone would tell you otherwise. They're more complicated than Sorcerers but not even remotely weaker. EDIT: Also Star Pact has the best Pact boon and one of the best paragon paths fatherdog fucked around with this message at 19:08 on Jul 12, 2014 |
# ¿ Jul 12, 2014 19:05 |
|
thespaceinvader posted:Like many other classes, you can also stack them to ridiculous damage in Epic. They have access to enough zones to make up for the lack of multi-attacks imo, but you do have to be wise in your power selection.
|
# ¿ Jul 12, 2014 23:34 |
|
OneThousandMonkeys posted:They're getting ready to release an audiobook of D&D stories as narrated by celebrities. A few months ago it was noted Ice-T was doing some work on D&D audiobooks and was completely flabbergasted by it, and I guess this was the project. "Who should we get to narrate the story of a character that heroically rebels against his evil, dark-skinned race? Oh, Ice-T, obviously."
|
# ¿ Aug 14, 2014 00:53 |
|
crime fighting hog posted:I could use a little dangerous terrain help guys, is this a dumb idea? Way too much bookkeeping, imo. Just roll a d6 each time they get sucked into one and apply a status based on what they got aged/de-aged to. "You're elderly and your hip has started to go! Slowed, save ends." "You've grown old and feeble! Weakened, save ends." "You've hit middle age and are struck with the crushing realization that you've spent your entire life doing nothing but killing things for money which you spend to get better at killing things! Dazed until EONT."
|
# ¿ Aug 26, 2014 16:48 |
|
ProfessorCirno posted:Necrotic weapon adds it as a half so get blades heavy or light as an implement and all your powers do part necrotic, allowing you to still use the other damage type. Vampiric converts all and is lower level, but still like level 9. Before 9, not much you can do. Of course, the only real way to PIERCE necrotic resistance - which lots and lots and lots and lots of enemies have - is with...a weapon. Soooooo... Blightbeast is really good as it basically gives you "Frostcheese, but for necrotic", but yes, Warforged unfortunately not a great fit for it. RPZip posted:Blackguards can be cool because they're the only class that can abuse two big vulnerability packages. They can natively inflict cold (and necrotic) on all their attacks, so they can pick up all the neat classless frost-related stuff, and with a radiant weapon they can also get a lot of use out of the Paladin base support for radiant damage. This is a partial build I was poking at for a game and never finished/ended up making something else, and it's Tiefling-centric, but it shows off some of the crazy bullshit they can do. Dread Smite has great synergy with Icy Clutch of Stygia and Lasting Frost in particular, and with Morninglord you start slapping people around with Radiant vulnerability on top of that. Note that there's exactly zero charge optimization (save for Impaling Spear, but that's also "every attack-optimization") because, while effective, that package tends to bore me in actual play. If you're running a Blackguard and not using Power of Strife what are you even doing
|
# ¿ Oct 16, 2014 21:40 |
|
thespaceinvader posted:Playing any sort of Blackguard other than a Human one who for some reason took Ardent Strike rather than Virtuous as their extra at-will? He took Wrath of the Crimson Legion, why on earth would he be taking Virtuous Strike?
|
# ¿ Oct 17, 2014 18:45 |
|
LightWarden posted:Yeah, usually you're better off MCing into vampire from a Charisma-heavy class because then you have actual functioning class abilities. If you're taking something like Martial Vampire, the Blood Drinker feat and maybe even the Vampire Noble Paragon Path you can generate something like three or four surges per encounter, but that won't really help your party unless you have an artificer, the Comrade's Succor ritual or an epic level cleric with Shared Healing. If you slap it on a class without dailies like a thief, elementalist or an atypical half-elf knight you can get the Eager Hero's Tattoo and then never take an extended rest again to roll around with a quite frankly ludicrous amount of THP until your DM hits you with a book. Slap it on a paladin (or bard who also MCs into paladin), then take the Vampire Noble Paragon Path for the level 16 feature, then run around in the sunlight to weaken yourself and immediately save against it so you can keep Hero's Poise rolling forever. Funnily enough I'm actually playing the Paladin MC Vampire with Vampire Noble right now, in a party with an artificer, and it works surprisingly well. Probably not as well as using those feats for something actually good would, but it's effective and the surge-stealing minigame is fun. You can't do the weaken into Hero's Poise thing if you take the Divine Vampire feat for that extra surge steal though; it makes you immune to sunlight as a side benefit.
|
# ¿ Jan 3, 2015 05:33 |
|
Three way combats thrive in the proper terrain, where Side A can use a combination of mobility and forced movement to make it difficult for Side B to attack Side A but easy for Side B to attack Side C. Assuming the PCs are Side A, too many ranged attackers on B and/or C make this iffy; Zone and Wall capability on the part of A can ameliorate it slightly. The keys are A) Have narrative reasons for Side B and Side C not to ally against Side A, and B) have terrain that allows the aforementioned types of tactics.
|
# ¿ Jan 14, 2015 00:31 |
|
Essentials wasn't an attempt to make 4e simpler, it was an attempt to make it more like 3e and any statements otherwise are trasnparent lies.
|
# ¿ Jan 23, 2015 11:02 |
|
Countblanc posted:The line of books died, sure, but like no one I know IRL plays 4e anymore while 3.5 is alive and well. The game of 4e is pretty dead in a way that many other no longer supported RPGs aren't. As of a year ago, a considerable time after 5th was being worked on, there were enough paying customers for D&D Insider that it was making comparable money to the entire Paizo product line. Your IRL friends are not broadly representative.
|
# ¿ Mar 25, 2015 22:47 |
|
Torchlighter posted:If you want crunchy tactical combat, you don't have to deal with grognards and edition warriors to get it if you look outside dungeons and dragons. What are some examples here, because I've yet to find anything that does crunchy tactical combat anywhere near as well as 4e, and the only suggestion I've heard when I've asked for something before is WHFRP, which costs like $200 for the basic set.
|
# ¿ Mar 26, 2015 16:52 |
|
Gort posted:Kick whoever told you WHFRP has tactical combat even in the same galaxy as how well 4e does it squarely in the face. I have a copy of Strike which I intend to try out, but Dungeon World is the polar opposite of "crunchy tactical combat".
|
# ¿ Mar 26, 2015 18:05 |
|
Really Pants posted:What's the best way to make a combat more challenging without making it longer? Build fights with win conditions that aren't "kill everything". Grabbing and holding on to an item, controlling territory, protecting a hostage, etc, etc. Coming up with interesting mechanics to help or hinder those goals helps.
|
# ¿ Apr 19, 2015 10:23 |
|
Bards are decent attack granters, and while they don't have the sheer attack-boosting power of the warlord when they do so, they have a bunch of stuff that lets them grant MBAs as immediate actions which is A) abusable and B) hilarious
|
# ¿ May 21, 2015 18:59 |
|
Artificers got criminally little support, but Magic Weapon is very good and making surges fungible is really interesting.
|
# ¿ May 21, 2015 21:34 |
|
ProfessorCirno posted:4e is, perhaps unfortunately, very much geared towards melee over ranged. Yeah quote:Controllers are universally ranged, yeah quote:some leaders are Yeah quote:NO defenders yeah* quote:and like two strikers quote:both of whom would be far better in melee range. what.
|
# ¿ Aug 1, 2015 03:48 |
|
fatherdog posted:yeah* You can kind of make a ranged paladin. It's difficult but doable.
|
# ¿ Aug 1, 2015 03:49 |
|
Unknown Quantity posted:Anyway, I guess that answers my question. The party should be fine. I was just trying to decide if my ranger should be capable of whipping out a ranged weapon if needed, but it's sounding like I don't considering just how ingrained melee is to everything. Getting a magical Javelin and some form of quick draw makes things a lot easier and also improves the usefulness of distruptive strike
|
# ¿ Aug 1, 2015 04:35 |
|
thespaceinvader posted:An Essentials-only campaign could well work with the right group, but Essentials is an issue because it was a clear attempt to get back to LFQW. No, no, Essentials was just an attempt to make 4e simpler for people who wanted it simpler! The fact that ONLY martial classes got simpler and wizards just got more powerful while remaining just as complicated and Warlords vanished is complete coincidence!
|
# ¿ Aug 8, 2015 13:53 |
|
P.d0t posted:holy gently caress don't play this edition hth What edition would you suggest? I mean, this isn't "gently caress YOU 4TH IS THE BEST EDITOIN" but being a wizard with a sword has never really been a particularly good or useful idea in any edition of D&D (somewhat ironically given the existence of Glamdring)
|
# ¿ Oct 25, 2015 10:07 |
|
WotC hasn't and probably isn't selling D&D because the novels and other licensing makes a fair whack of cash. Which is why the support for the actual game has always been pretty spotty, because it's the least profitable part of the IP, which is itself barely more than a rounding error compared to Magic.
|
# ¿ Nov 6, 2015 04:45 |
|
Why would you have ever thought it didn't get implement damage bonuses?
|
# ¿ Dec 1, 2015 03:29 |
|
Caphi posted:I thought it wasn't the actual attack damage? "Damage rolls" means "damage rolls", as in "every time you roll for damage".
|
# ¿ Dec 1, 2015 03:57 |
|
For a physical setup, here's an idea - Print out between 5 and 10 alternate maze configurations. Put all of them in a stack, and put a (heavy, if possible) sheet of clear plastic on top. The figures all go on the clear plastic. Whenever you want the maze to change configuration (maybe roll initiative for the "maze change" step?) have somebody hold onto the plastic sheet so it stays in place, and slide out the top maze configuration to reveal the one beneath it. Might be a bit fiddly, but I think it would work.
|
# ¿ Dec 27, 2015 21:55 |
|
Drewjitsu posted:3rding this, I played a brawler fighter who was "welterweight ufc champion Georges St. Pierre who woke up post knee surgery in a strange land a la John Carter of Mars", and it was tremendously fun to punch and kick (and double leg) everything, all the time. lmao
|
# ¿ Dec 31, 2015 21:46 |
|
|
# ¿ May 3, 2024 00:56 |
|
Drewjitsu posted:I watched a ton of tuf when he coached, so I even got the accent down right. One of the other characters was a Psionic class, who provided translation to the group. It was pretty great. You should've convinced somebody to play Jean Charles Skarbowsky
|
# ¿ Dec 31, 2015 22:52 |