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-Fish-
Oct 10, 2005

Glub glub.
Glub glub.



It seems to me that the Hamadryad will probably have Str as one of its scores. We do have a new Barbarian build coming out, ONE of thr races will have to be good at smash.

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Dr Nick
Oct 16, 2008

This baby is off the charts

Which really leaves only one pressing question: pixie barbarian or tree barbarian?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!


Pixie. Float like a butterfly, sting like a loving tank.

AegisP
Oct 5, 2008


Tree Barbarians can't charge through creature squares, so pixies are clearly the master race.

adaz
Mar 7, 2009



AegisP posted:

Tree Barbarians can't charge through creature squares, so pixies are clearly the master race.

Raven Knight ED all day every day

-Fish-
Oct 10, 2005

Glub glub.
Glub glub.



Ye gods this book looks fun. I can't wait to pick it up at my local flagship store, my wife is giddy about the prospect of running a Fey campaign. Her very first campaign, I'm so proud!

Sefer
Sep 2, 2006
Not supposed to be here today

AegisP posted:

Tree Barbarians can't charge through creature squares, so pixies are clearly the master race.

Not only can they charge through creatures' squares, but they can charge into the square of their target. Badge of the Berserker and charging is one of the ways around eating an OA if you want to end up in someone's square so they can't shift+charge to run away from you without eating an OA themselves.

incogneato
Jun 4, 2007

Zoom! Swish! Bang!

My group just hit paragon, and we noticed that the implement (and versatile) expertise feats scale at 15 and 25, while the weapon expertise feats scale at 11 and 21. Is there any good math reason for this? Or am I looking at the wrong feats, maybe?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!


Pre-essentials feats scaled at 15/25, post-essentials feats scale at 11/21. WotC has proved incredibly reticent to actually fix this inconsistency.

alg
Mar 14, 2007
Probation
Can't post for 18 days!


Picked up the Encounters DM reward Hidden Shrine ogre Tamoachan. This thing owns. 44 pages of old school dungeon crawl with a giant map and lots of interesting monsters.

Drewjitsu
Sep 2, 2007

Muay Thai is great but Buttscoot-Shin-to-Balls Style is undeniably better.


incogneato posted:

My group just hit paragon, and we noticed that the implement (and versatile) expertise feats scale at 15 and 25, while the weapon expertise feats scale at 11 and 21. Is there any good math reason for this? Or am I looking at the wrong feats, maybe?

Originally, all of the math fix feats scaled at 1, 15, 25. No idea why. Now, the new feats scale at 1, 11, 21.

I think that math-wise, your to hit tends to lag at the middle of a tier, that's probably why they included the bump to hit there.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."


Wow. I managed to inadvertently pick the one class whose main mechanics were horribly stilted for Lair Assault. It was still extremely fun for a Gygaxian adventure and the only hitch we ran into is that someone inadvertently forgot to switch over their Wizard at-will to Hypnotism.
EDIT:
In fact I think I almost built three different characters who all who would have their mechanics butchered in some way. I almost built a Battlemind who would have had part of its defender mechanic backfire, a Swordmage who had its entire defender mechanic backfire, and a Warpriest who managed to deal more damage with its healing word than actual healing. Though I do have to say that the Torn Warpriest's Level 5 healing word ability is pretty nifty even if it did at one point do more damage than healing.
EDIT:
What the hell???? The Battlemind can walk through Lava with Corona of Force.

MadScientistWorking fucked around with this message at Oct 23, 2011 around 00:10

Dremcon
Sep 25, 2007
No, not a convention.

Is there a list of decent campaign hooks out there? What are some of the good hooks you've run across, either in games or ideas that have popped in your head? I know I see one or two occasionally here, but nothing with them lumped together.

I have a group starting up next Friday and I'd like something to help keep the campaign going. An interesting one that I saw recently was the Eberron FedEx team - the PCs are a carrier service that doesn't let anything get in their way.

Ulta
Oct 3, 2006

Snail on my head ready to go.

Dremcon posted:

Is there a list of decent campaign hooks out there? What are some of the good hooks you've run across, either in games or ideas that have popped in your head? I know I see one or two occasionally here, but nothing with them lumped together.

I have a group starting up next Friday and I'd like something to help keep the campaign going. An interesting one that I saw recently was the Eberron FedEx team - the PCs are a carrier service that doesn't let anything get in their way.

I've always found that the best adventure hooks can be found by sitting down with your players before characters are rolled, and do some good old fashion world building. http://www.obsidianportal.com/ gives you a free wiki for the game. Have everyone come with some major plot element, be it a race, important NPC, country, institution, event etc.

This approach has two good effects. Firstly, everyone is an expert, and everyone knows who the major players are, because they just made them. You don't have to spend time telling people how cool or strong or wise a NPC is, because they already know. Secondly, they have instant buy in, because they will probably only create things they are interested in.

J. Alfred Prufrock
Sep 9, 2008


MadScientistWorking posted:

Wow. I managed to inadvertently pick the one class whose main mechanics were horribly stilted for Lair Assault. It was still extremely fun for a Gygaxian adventure and the only hitch we ran into is that someone inadvertently forgot to switch over their Wizard at-will to Hypnotism.
EDIT:
In fact I think I almost built three different characters who all who would have their mechanics butchered in some way. I almost built a Battlemind who would have had part of its defender mechanic backfire, a Swordmage who had its entire defender mechanic backfire, and a Warpriest who managed to deal more damage with its healing word than actual healing. Though I do have to say that the Torn Warpriest's Level 5 healing word ability is pretty nifty even if it did at one point do more damage than healing.
EDIT:
What the hell???? The Battlemind can walk through Lava with Corona of Force.

Lair Assault turned out to be surprisingly easy if you built for it. Our group aced (1 attempt each) both normal and nightmare mode, just because we built our characters specifically for Lair Assault. Moment of Glory trivializes half the mechanics and makes the rest much less threatening. Ongoing 5 fire? Pfffft.

LoG
Mar 9, 2004

CHOMP


Could someone please help me understand Combat Advantage? The 2 paragraphs on page 279 aren't helping me. I guessing it's something like if a Rogue has stealth and is sneaking up behind a monster he has Combat Advantage? How would other classes gain Combat Advantage? Sorry for the newbie question, but I'll be DM'ing for the first time today.

Gort
Aug 18, 2003


The main ways to get combat advantage are flanking, and attacking when an opponent is unaware of you.

Flanking is when you have two guys on opposite sides of an enemy. Both flankers then get combat advantage against that enemy.

Combat advantage isn't class-specific. Any class or even monsters can get it, and there are lots of other ways. Plenty of powers are stuff like, "1[W] damage and the target grants combat advantage until the end of your next turn". However, it's particularly important to rogues because they can only sneak attack if they have combat advantage.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!


Combat Advantage, at its most basic gives you +2 to your attack roll.

It can also trigger features like the Rogue's Sneak Attack (which does more damage once per turn when you have combat advantage), or feat riders like Light Blade Expertise's damage boost.

It can come about by many means, but it usually signifies that the creature is in some form of compromising position - it can't see you, it's trapped between two enemies, it's Dazed or Stunned, it's been knocked prone and you're hitting it in melee, etc etc etc.

It's very useful to have, mostly for the +2 to hit, unless you're a class which relies on it for class features like the Rogue, in which case it becomes basically essential. Rogues should never go a single turn without having some way to get it, basically.

Really Pants
May 20, 2005

What's...where's...how do I even begin to describe your pants/underwear situation?!
You couldn't make your pants any lower, so you made pants for each leg! SAY IT!

Lots of conditions also cause you to grant combat advantage to everyone--Blind, Daze, Stun, Prone for melee attacks, etc.

It's also important to remember that Medium and smaller creatures can only be flanked from spaces directly opposite each other. On the other hand Large creatures have longer sides, and can have two or more enemies on one side flanking with one of their allies on the other side. If you're reading the PHB1, check page 285 for more info.

Really Pants fucked around with this message at Oct 23, 2011 around 11:57

LoG
Mar 9, 2004

CHOMP


Cool, thanks for all the info. That really helps.

ZerodotJander
Dec 29, 2004

Chinaman, explain!

The other thing to remember, if it's not too late, is that Combat Advantage only happens once. So if you're flanking a prone creature who's dazed, you still only have +2 to hit - it's granting CA in 3 different ways, but that doesn't matter.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."


J. Alfred Prufrock posted:

Lair Assault turned out to be surprisingly easy if you built for it. Our group aced (1 attempt each) both normal and nightmare mode, just because we built our characters specifically for Lair Assault. Moment of Glory trivializes half the mechanics and makes the rest much less threatening. Ongoing 5 fire? Pfffft.
Actually, there was a route that rendered Moment of Glory completely useless. Also, none of the damage was ongoing five when I ran it. It was always enough that you would take damage from it which would make sense considering what level these monsters were.
EDIT: I wonder my DM accidentally run it on Nightmare mode?

MadScientistWorking fucked around with this message at Oct 23, 2011 around 14:37

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

I was wondering about fixing the Shade, mostly because the flavor of a shadow race is pretty cool, and I'd rather it wasn't such a trap option.

Perhaps the best way to fix it while keeping it interesting is changing up the racial. It can be powerful, especially since Shades automatically have at least +8 in the Stealth, but taking your standard makes a lot of the power useless or too situational.

My first thought was making the racial a move action instead. So you can't spend an entire fight hidden without staying in one place forever or giving up a standard action to move, and you still need to make checks to do so. When you (and your teammates!) get a good position, though, you can capitalize on it without sitting on your rear end for a round.

Another option is a minor action invisibility as an encounter power, with a requirement of cover or concealment. But I think I prefer the panache of always being able to literally hide in your teammate's shadows.

A move action One with Shadow would certainly make a melee cunning rogue pretty interesting.

Really Pants
May 20, 2005

What's...where's...how do I even begin to describe your pants/underwear situation?!
You couldn't make your pants any lower, so you made pants for each leg! SAY IT!

Get rid of the surge penalty.

LoG
Mar 9, 2004

CHOMP


One more question. I'm going over some Feats in PHB and don't see Expertise anywhere, am I overlooking or is it not in 4e?

AegisP
Oct 5, 2008


Weapon & Implement Expertise were first released in PHB 2.

LoG
Mar 9, 2004

CHOMP


Wi$ard$ of the Coa$t are loving us again!

Thanks, I'll have to see about picking that up.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


LoG posted:

Wi$ard$ of the Coa$t are loving us again!

Thanks, I'll have to see about picking that up.

Just get DDI instead of physical books

Really Pants
May 20, 2005

What's...where's...how do I even begin to describe your pants/underwear situation?!
You couldn't make your pants any lower, so you made pants for each leg! SAY IT!

It's probably best to just get Insider, and a Rules Compendium for quick reference.

LoG
Mar 9, 2004

CHOMP


That's a great idea, I totally forgot about DDI. Thanks again for the help.

J. Alfred Prufrock
Sep 9, 2008


MadScientistWorking posted:

Actually, there was a route that rendered Moment of Glory completely useless. Also, none of the damage was ongoing five when I ran it. It was always enough that you would take damage from it which would make sense considering what level these monsters were.
EDIT: I wonder my DM accidentally run it on Nightmare mode?


Umm, I'm pretty sure Moment of Glory is useful no matter what route you take, since it's still resist 5 to all for the whole fight. If you're talking about the runes, then you should know that resist and vulnerable both apply (RC 226). Also 4/10 monsters cause ongoing 5 fire with their standards, and another 4/10 have a gimmick that deals 5 fire damage, and another 1/10 has a gimmick that deals ongoing 5 fire, meaning that Moment of Glory allows you to ignore some part of every monster except Mordai Vell. And that's not even mentioning turn 4's ongoing 5, or the anvil in the forge dealing 5 to creatures around it.

I suppose if you got the jeweled statue and the three robes and you only had 4 players in your party, Moment of Glory would become a bit less useful about two-thirds of the way through the module (though Vell deals fire and force/psychic damage, so resist 5 all is still useful against him).

Also Nightmare mode just adds extra monsters, it doesn't make them stronger.

Dremcon
Sep 25, 2007
No, not a convention.

Is the online CB laid out any better than the old version? All other features of a DDI subscription aside, is the online version better than the offline version with mods?

404GoonNotFound
Aug 6, 2006

The McRib is back!?!?


Dremcon posted:

Is the online CB laid out any better than the old version? All other features of a DDI subscription aside, is the online version better than the offline version with mods?

The equipment section feels a bit cumbersome to me, but apart from that it works well enough.

The fact that CBloader keeps spitting out the same Hex error (that nobody in the thread was able or willing to identify) every time I try to install it may have something to do with my preference though

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."


J. Alfred Prufrock posted:

Umm, I'm pretty sure Moment of Glory is useful no matter what route you take, since it's still resist 5 to all for the whole fight. If you're talking about the runes, then you should know that resist and vulnerable both apply (RC 226). Also 4/10 monsters cause ongoing 5 fire with their standards, and another 4/10 have a gimmick that deals 5 fire damage, and another 1/10 has a gimmick that deals ongoing 5 fire, meaning that Moment of Glory allows you to ignore some part of every monster except Mordai Vell. And that's not even mentioning turn 4's ongoing 5, or the anvil in the forge dealing 5 to creatures around it.

I suppose if you got the jeweled statue and the three robes and you only had 4 players in your party, Moment of Glory would become a bit less useful about two-thirds of the way through the module (though Vell deals fire and force/psychic damage, so resist 5 all is still useful against him).

Also Nightmare mode just adds extra monsters, it doesn't make them stronger.

Are you sure you are giving me the right information? It seems like each route was designed to screw you over during the terrain change. The runes getting supercharged and negating resistances while dishing out vulnerable for the terrain change sounds right.

MadScientistWorking fucked around with this message at Oct 24, 2011 around 01:36

J. Alfred Prufrock
Sep 9, 2008


MadScientistWorking posted:

Are you sure you are giving me the right information? It seems like each route was designed to screw you over during the terrain change. The runes getting supercharged and negating resistances while dishing out vulnerable for the terrain change sounds right.

I'm sure. The runes specifically only negate FIRE resistance. Moment of Glory is resist 5 all, not resist 5 fire. For much the same reason that it's not halved like fire resistance, the runes also do not negate it. Obviously the vulnerable 10 will stack over top the resist 5, for a net vulnerable 5. But that's still quite a bit better than just plain vulnerable 10.

incogneato
Jun 4, 2007

Zoom! Swish! Bang!

Dremcon posted:

Is the online CB laid out any better than the old version? All other features of a DDI subscription aside, is the online version better than the offline version with mods?

It's worked fine for our group. We rarely, if ever, get any errors these days. I agree that the equipment section isn't the most intuitive, but it's certainly workable. Now that houseruling has finally been added, my one major gripe will have been removed (although I admit I haven't played with that much).

No real complaints, it's nice to be able to consolidate our characters and open them anywhere, no worries about operating systems, and allows the DM to easily check out player character sheets when planning. It's been a net positive for our group, even if it's not perfect.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."


J. Alfred Prufrock posted:

I'm sure. The runes specifically only negate FIRE resistance. Moment of Glory is resist 5 all, not resist 5 fire. For much the same reason that it's not halved like fire resistance, the runes also do not negate it. Obviously the vulnerable 10 will stack over top the resist 5, for a net vulnerable 5. But that's still quite a bit better than just plain vulnerable 10.
Sure no problem. Honestly our DM wasn't trying to screw us over and given the nature of the encounter it sure wasn't at all obvious that it was a big screw up. Though given the nature of Lair Assault it sure as hell isn't a huge advantage as everyone makes it out to be given a smart DM.

LightWarden
Mar 18, 2007


Witch preview up. Also there's a druid build in the book in addition to barbarian and bard.

J. Alfred Prufrock
Sep 9, 2008


MadScientistWorking posted:

Sure no problem. Honestly our DM wasn't trying to screw us over and given the nature of the encounter it sure wasn't at all obvious that it was a big screw up. Though given the nature of Lair Assault it sure as hell isn't a huge advantage as everyone makes it out to be given a smart DM.

Hey, no worries. Our DM the first time didn't realize that the vulnerability is supposed to last all encounter. On the other hand, he thought Vell's soul burn included ALL creatures in the burst so I guess it evened out somewhat. There are a lot of little things that are easy to miss unless you read very carefully.

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alg
Mar 14, 2007
Probation
Can't post for 18 days!


lol that art for the Witch is absolutely dreadful

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