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OOC part 2.

Posted by MittensFor group 0
Mittens
GM, 1034 posts
Shifter
change job kupopopo!
Tue 14 Jan 2014
at 14:57
  • msg #340

Re: OOC Part Deux: The Sequel.

Gale:
Pink>"Glad we're all on the same page."</Pink>

:)

I remember mention of "Makes no sense" example given of an explosion bending in a strange direction just 'cause rules wording allowing it.  Upon thinking about it, I was going to try and argue from "in the real world, you can shoot in any of the 360 degree directions but more" the realized...  Bizzarro square world where you cannot walk in any direction, you are limited to 9 directions.  Further thought realized: previous editions only allowed blasting in 9 directions.  Was 4th intentionally trying to emulate RL a little more in increasing the number of directions you could breathe fire?  Or was the wording just an oversight?  Ah well.  I'm sure that by the time I wake up Joe will have found the erratta / earlier thread we came to a mutual agreement I've forgotten / WotC FAQ that clarifies RAI / whatever else will decide this once and for all.
Kyle
player, 162 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Tue 14 Jan 2014
at 17:07
  • msg #341

Re: OOC Part Deux: The Sequel.

I suspect for targeting/where the box goes purposes, it's what I confirmed and realized last post.  Confirmed PHB1 And Compendium wording Bursts are always an even spread out from the target center.  Is it a burst 1? spreads 1 tile away from the origin in each direction.  Is it a burst 2? see earlier quote from rules.  Burst is the easy one.

Blast wise, biases from hearing munchkins and implied usage in rulebook finally set aside, being able to slide the Blast Box around you just makes too much sense and fits every legal usage of it in weird situations to not be right.  Doing it that way lines up with every straight up rulebook example or weird positioning or tile sizes.  It makes too much sense to be wrong when looked at all by itself, with no crazed 'also this' rules mangling distracting you.

EDIT: Such as, taking 'but it doesn't say I CANT.  You worded it too vaguely to tell me no!' to the degree of firing a blast backwards through yourself and saying 'I'm immune lol!' is too crazy.  But I'm sure we are all on the same page that a blast is supposed to always go start and go "outwards" from the direction you want to aim.

Traditional Burst "I aim the fireball at my feet, oh god this will hurt" still works just fine.

Mittens:
Gale:
"Glad we're all on the same page."

:)
...
Was 4th intentionally trying to emulate RL a little more in increasing the number of directions you could breathe fire?  Or was the wording just an oversight?  Ah well.  I'm sure that by the time I wake up Joe will have found the erratta / earlier thread we came to a mutual agreement I've forgotten / WotC FAQ that clarifies RAI / whatever else will decide this once and for all.


I'm assuming it is a combo case of 90% "world is made of TILES", and 10% the Errata department being too busy dealing with fixing ridiculous Rules As Written munchkin examples, to clarify "Yes you CAN do that" on things that are legal in the first place when it comes to player actions, and not caring if somebody rules mangles something to cheat in the monster's favor.

I mean, they had to errata "Sneak Attack/Quary damage/Curse damage doesn't work on a miss you jackass, stop saying 'but you didn't specifically word it that way!'".  My personal favorite guilty pleasure of "doesn't say no" remains unfixed, while they had to errata something even MORE munchkin like with that power.

Still slightly hazy (Though Mittens's shot would 100% legally hit the kobolds no questions asked from where she is) is how Bursts and Blasts would spread "around" objects.  Technically they don't.  It's basically a single sentence rule, "For a target to be affected by a close/area attack, there must be line of effect from the origin square to the target.".

If there is something completely in the way, the explosion stops there and doesn't continue.  This is simple in most cases, but gets complicated the more crowed with objects and cover an area or hallway is.   A Blast 5 fired head on down a hallway won't make a 90 degree turn around corners along the way.  A Burst 5 would work like Bomberman if you landed it at a hall intersection, or only blow up the stretch of hallway it is in if farther away.  At most lick the edges of the intersections if landed a tile away from the turn.

Then you get those maps which have pillars everywhere and I want to cry trying to work out how a blast or burst explosion spreads without being able to draw on a visual aid.

As for why I'm awake after a few hours, Today's insomnia brought to you by I'll tell you what ****** up dream later.
This message was last edited by the player at 17:22, Tue 14 Jan 2014.
Joe Darkthorne
GM, 392 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 5 Feb 2014
at 07:24
  • msg #342

Re: OOC Part Deux: The Sequel.

  So, I noticed some Feats, and Maverick (and possibly Rhagar, still trying to work out long term goals beyond Dex/Cha Rogue) came to mind.

 Master Of The Fist [Multiclass Monk] Dragon Mag 404:  13 STR, or 13 Dex.  You gain training in Athletics Or Acrobatics.  You also gain the Monk's Unarmed Combatant Feature (+3 1d8 unarmed), and proficiency with Ki Focus.

  Boring so far.

Improved Monk Unarmed Strike: Monk, Unarmed Combatant feature.   Your Monk Unarmed Strike dice become 1d10 instead of 1d8.

  Well, that's nice.  But how will this help Maveri-

Piercing Palm:  Requires Monk, Rogue, Sneak Attack class feature, Unarmed Combatant class feature. (So, just the Master Of The Fist multiclass).
Benefit:  Your Monk Unarmed strike is now allowed to be used for Sneak attack and Rogue Class and Paragon Powers that require a light blade.

  Hello, +3 Prof 1d10 Rogue attacks, before adding any Sneak dice.  With your BARE HANDS.
This message was last edited by the GM at 07:28, Wed 05 Feb 2014.
Maverick
player, 328 posts
Master of Stealth
Holder of Grudges
Thu 6 Feb 2014
at 02:13
  • msg #343

Re: OOC Part Deux: The Sequel.

.......this, I like. >:D
Joe Darkthorne
GM, 395 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 13 Feb 2014
at 19:59
  • msg #344

Re: OOC Part Deux: The Sequel.

Heeeeey, more "Maverick came to mind when I was looking at Rogue Feats".

Mark Of Shadow [Dragonmark]: personal perks: Whenever you make an attack while hidden and miss every target, you Stay Hidden.  Whenever you make an attack while Invisible and miss every target, you stay invisible.

Ritual Perks: "You can master and perform rituals in the deception and scrying categories and the Knock, Masking Shroud, Secret Page, and Shadow Walk rituals as if you had the Ritual Caster feat."

EDIT:  also, Epic Dragon Magazine 373 feat,  Untracable.

"You gain a +5 bonus to Stealth checks against creatures that cannot see you, such as while you are invisible or in a totally obscured space, or the creature is blind. You don’t receive this bonus against creatures that do not rely on sight to detect enemies. Additionally, Scrying rituals cannot detect you unless you want them to."

Mildly related, ugh can't find any significant perks or substitution methods to detect traps more easily (unless you are a dwarf rogue).  You and Chris already know my outlook on the whole "Class that never raises Wisdom needs to make as high or higher Wisdom skill check to detect traps, often before they are allowed to disarm them".
This message was last edited by the GM at 21:11, Thu 13 Feb 2014.
Larry Lumphammer
player, 1 post
Mon 17 Feb 2014
at 11:02
  • msg #345

Re: OOC Part Deux: The Sequel.

Larry Lumphammer may only have an 8 Intelligence, but he's smart enough to recognize the huge savings at Marty's Maul Mall&trade#

Wondering why your Offense Fighter Package has so little to it?  Is that 50 Gold pricetag on that Greatsword leaving your gold sack a lint sack?  Well come on down to Marty's Maul Mall&trade# and we'll set you up with a real bargain!  40 gold? Too high!  25 Gold? Too high!  You can get a brand new Marty's Maul (Patent Pending) for the low low price of 10 Gold!  It Costs less, Weighs less, and does the same damage*!

*Mauls do Bludgeon instead of slashing.  But that's okay, the reintroduction of Damage types probably means Skeletons resist everything but Blunt or something.

So yeah, I got the test sheet for 5E fighter up.  It is a good thing you are allowed to hand pick 175 GP worth of gear instead of taking a BG and Class bundle (Offense fighter bundle leaves you with 1 GP, compared to 39 and 25 on the other two).  The Greatsword is the most expensive weapon on the whole list, and hand axes are 5 GP for same damage and less throw range compared to the 5 SILVER Javelins the other fighter bundles get.


And now, "This will catch 4th Ed (And even 3rd/Pathfinder) Players off guard" Trivia!  These are just ones I happened to skim across.

Adventurer's kit has no pouches.  On that note, large Containers in 5e hold vastly less than 4th (Backpacks. Unlisted in 4th vs 30 pound.  Sacks, 100 pounds in 4th vs 30 pounds)

Climber's Kits provide no bonus, unless you are tool proficient in them.  They also do not come with a grappling hook (no listed description for what those do anyway), or a hammer (I guess you have to drive the pitons into stone with your bare hands).

There is a cool sounding item described past Healer's Kit.  The Herbalism Kit.  Tool Proficiency with it allows you to add prof bonus to herbalist stuff, and make HALF PRICE Potion's Of Healing (25 GP, instead of 50 GP).  This item, of course, is not on the price listing at all.  Nor do any of the example Backgrounds have tool proficiency in it.

If using Tile based movement, Diagonal movement costs 2 tiles.

To Charge (which is only a normal attack), you must be at least 10 feet away... But are only allowed to move up to half your speed for the charge.

For Death Saves, you need THREE SUCCESSES to stabilize.  Rolling a 1 counts as two failures. Being hit while dying applies a Death Failure. Rolling a 20 gives you 1 HP.

Short Rests are ONE HOUR.

Monks must spend Ki points to use Flurry Of Blows.  Flurry is an Unarmed Only extra attack (1d6 DMG lv 1-7, 1d8 DMG lv 8+).  Fighter, Rangers, And Paladins have a Two Weapon Fighting Style option that let's them make two attacks with no penalties just because, for the same damage.

At level 5, Fighters, Rangers, And Paladins just straight up get an extra attack.  At level 5, Monk can now use Stunning Blow... Which triggers on a critical hit only, and still has a save throw.

Monk's Deflect Missile, if you take that path, now only reduces 1d10+DEX DMG.  But you can spend a Ki point to reduce it by another 1d10! wow!

At level 1, a Ranger has... A bonus to tracking.  That's it.

And finally.... Fighters first Path says they get "Improved Combat superiority" at level 15... There are no descriptions or rules for such a thing.  Sure, Wizards are ruled for functional upgrades all the way through level 20, but pfft, why should we explain what that Fighter ability does?

That path is lame compared to the "Crit on a 19 or 18, learn second style" path anyways.  Fighters can get basically Ki points, which allowed them to do tricks like "Try to knock that ogre prone with your attack".

But do to so, you have to beat the Ogre's Strength Mod... By rolling an unmodified 1d6.  Hey what does a STR of 20 give again? +5?  Oh.
This message was last edited by the player at 11:11, Mon 17 Feb 2014.
Kevin
player, 53 posts
Tue 18 Feb 2014
at 14:50
  • msg #346

Re: OOC Part Deux: The Sequel.

That's why I made home rules that mostly come from my standpoint as a DM:  I usually assume that my players know 4ED and are making the transition.  I then modify some of the rules to make them more familiar to 4ED (and maybe 3.5ED) players.  An extensive, but not complete, list of my Home Rules follows:

* Adventurer's kits can include a belt pouch if needed, or it comes included with the clothes the character has on.  Likewise, I can allow hammers and grappling Hooks to be included in the climber's kits.  You can still use them (or any kit for that matter) proficient or no, but you need the proficiency to add the bonus. (And Wizards has got to add prices for some of the kits, like Herbalism)

* Oh, by the way, if you're making a character from scratch, you get a free Adventurers Kit along with your 175 GP

* I usually ask players to divide their movement by 5 to show how many tile squares their speed are.  (Since I almost always use tiles)

* 8-Way:  You can move in all eight directions--even diagonally--with just 1 movement each.  It only costs an extra point of movement if you need to go over something, like a chair or a table or difficult terrain.  You can cut around soft corners, but not hard.

* Other movements I'll allow:  Splitting their move (I move 3 squares, attack, and move the other 3), Disengage (requires Standard Action), and the "4th Edition Shift," which takes your whole move to just shift 1.  You can use your full move for a charge, like in fourth edition.  But then again, so do my zombies.  And in my campaign world, the zombies are the fast variety.

* Arcade Flanking: I saw this in "Heroes of Neverwinter" and adapted it into my play; you do not need to be at opposite sides to be flanking.

* Instead of dying because of failing your death save, you get to roll a special Injury Die (a d12 with body parts instead of numbers) to show where you're injured.  They could either be minor inconvience or total debilitating, and they have to role play getting that character healed.  Usually at the nearest shrine and at arm-and-a-leg prices.

* Oh yeah, healing a guy that's dying?  Healing starts at Zero.  You still keep your fails until your next short rest.  (Which can still be five to fifteen minutes, but longer if need be.)

* And another thing:  The Chunky Salsa Rule is in effect. "Any situation that would reduce a character's head to the consistency of chunky salsa dip is fatal, the saving throw is only for the others to have something to bury."

* Hit Dice as Healing Surges.  During any short rest, you can spend a Hit Dice just like a Healing Surge.
Mittens
GM, 1105 posts
Shifter
change job kupopopo!
Tue 18 Feb 2014
at 15:54
  • msg #347

Re: OOC Part Deux: The Sequel.

For the most part your house rules seem sane.  I find it sad how much work DMs have to put into patching game systems so that they're playable at all, but this is nothing new.

Kevin:
* Hit Dice as Healing Surges.  During any short rest, you can spend a Hit Dice just like a Healing Surge.


Not quite sure how this works.  Let's suppose I have a 1st level barbarian with 13 max HP.  12 from his die, 1 from CON mod.  Suppose my barbarian is reduced to 3 HP.  During a short rest, he spends his one and only hit die to heal up.  Which leaves him at... 1 HP?  Because at 0 hit die he would have only his CON mod for figuring his max?  Or...  7 HP?  Because 1/4 of 13 is 4 and 4+3=7?  Or....  13 HP?  Because 12 is the value of his first Hit die?  Or...  4 HP?  Because he rolled a d12 and got a 1?

Me, Tim, and Joe tend to strongly dislike the "The Chunky Salsa Rule."  I'll spare you an extended rant and sum it up with, "it can turn a game that was supposed to be fun into the opposite of fun."  My question is: How much have you been running games under this rule?  How often has it come up in this time?  If the answer is "never" then I think I can safely play a character I love.  If not, I'll have to whip up a joke character that I don't really care about.  In my DMing experience, it has come up only once that I can remember, and only because the player reeeeally wanted his character to die an epic death.
This message was last edited by the GM at 16:38, Tue 18 Feb 2014.
Timothius
GM, 348 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 18 Feb 2014
at 16:53
  • msg #348

Re: OOC Part Deux: The Sequel.

Mittens:
Not quite sure how this works.  Let's suppose I have a 1st level barbarian with 13 max HP.  12 from his die, 1 from CON mod.  Suppose my barbarian is reduced to 3 HP.  During a short rest, he spends his one and only hit die to heal up.  Which leaves him at... 1 HP?  Because at 0 hit die he would have only his CON mod for figuring his max?  Or...  7 HP?  Because 1/4 of 13 is 4 and 4+3=7?  Or....  13 HP?  Because 12 is the value of his first Hit die?  Or...  4 HP?  Because he rolled a d12 and got a 1?


I'm confused also. Need more input on how the HD-for-healing works. :)

Mittens:
Me, Tim, and Kevin Joe(Laserface) tend to strongly dislike the "The Chunky Salsa Rule."  I'll spare you an extended rant and sum it up with, "it can turn a game that was supposed to be fun into the opposite of fun."  My question is: How much have you been running games under this rule?  How often has it come up in this time?  If the answer is "never" then I think I can safely play a character I love.  If not, I'll have to whip up a joke character that I don't really care about.  In my DMing experience, it has come up only once that I can remember, and only because the player reeeeally wanted his character to die an epic death.


Before my rant begins, let me say this: I'm not harping on you or your rule. Just helping you understand where the three of us are coming from.

To clarify, it's not so much that we dislike the realism of "his head asplode, so he can't be brought back", so much as it's that we dislike dying. Granted, I've run a game where Mittens was literally unrecognizable pile of goo that a gnoll wasted his turns stabbing repeatedly, but a high priest of the water god replaced all her organs by putting water in her and the water solidified into organs.

It's more that Chris, Joe and I do not enjoy losing a character we're attached to. Every producer knows this. When you have a series (Let's use the old 80's Transformers for example) and you kill off a character your audience has come to love, your ratings become horrible and you get angry phonecalls from moms who say their child locked themselves in their room for a week, starving themselves. When you have a videogame RPG like Final Fantasy 7 and kill off Aerith, people desperately want her back to the point of finding cheats and codes to get her back. Oh, sure, those two examples wound up extremely famous because of this, and both examples are of really fantastic things from the entertainment biz, but ask any FFVII fan "What if I told you there was a way to keep Aerith from dying?" chances are you might not even finish the sentence before they ask "HOW?! TELL ME!!!"

The biggest defense of dying rules I've heard is "you need death to feel danger". Not true. How many movies have you watched, forgotten that the main character is in no danger of dying, and wound up in just as much suspense as if he was in danger of dying? It's the same for Chris, Joe and I. Our characters freak out (and so do we) when close to death, even though we the players know better. Our feelings "lie" to us and we are left with the same feeling we would have watching a good movie. Now... knowing they actually could die is enough to deter us to the point of "well... my character is not following plot-hook-A or B or C" because we know they'll die.

Now all that said, I realize D&D is a different game. But so too are its players different. Chris, Joe and I happen to be of the "need to know our characters are going to last through the adventure" type. I've had a character die before and felt sick to my stomach, even though I knew I could just play them again elsewhere.

I repeat; I'm not ragging on you or your rule. Just explaining that Chris, Joe and I are the kind that wouldn't have fun with any death involved (although I personally am cool with it if there is promise of resurrection)
Joe Darkthorne
GM, 396 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 19 Feb 2014
at 00:57
  • msg #349

Re: OOC Part Deux: The Sequel.

Hit Dice being called Hit Dice is a case of "Confusing KEYWORDS for the sake of Nostalgia".  Hit Dice, airquotes, are ONLY your healing toy.

It means you roll your hitpoints recovery.  You get as many "Hit Dice" as your level.  A level 1 fighter for example, has One, 1d10 hit dice.  A Mage, has 1d6).  A fighter who had 3 HP left, who rolled 1+3 CON, now has 7 HP.

During a short rest you roll as many of your remaining hit dice as you want, and that roll+CON Mod, is how many hitpoints you get back.

I'm going back out to shovel more so Dad can get into the house.  I still need a name, but got a High Elf wizard in the works.
FACT: Magic Missile is NOT an at-will option (maybe it was in a prior version of playtest?).  But Ray of frost, Chill Touch, and Shocking Grasp are Cantrips, with no component cost.  Meanwhile, LIGHT cantrip has a component cost.

Also, High Elf gets an extra Cantrip (that runs off INT).


No time for a proper ramble right now, but Tim sums it up pretty well.  I'm going to poke fun at 5e being different, but for the most part I'm just poking fun because I know no matter WHAT system it is, I can trust you guys.  Later on I'm sure as hell gonna help highlight things like "Nah, take a 10 GP same damage, can hurt skeletons Maul instead of a 50 GP Greatsword", or that Sleep Spell is super nerfed and makes 4th E version look like a super weapon.

Funniest part about our not wanting character death so far in 4th Ed. So far, we have legitimately avoided death in combat (but there were plenty close calls, the worst once of course involving ongoing damage lingering well past a battle.  And the time Chris DID want to die, and did everything he could to have Adam die dramatically in battle?

NOPE.  Dice, circumstances, and the efforts of everyone else kept them alive.  Barely, but alive.
Mittens
GM, 1109 posts
Shifter
change job kupopopo!
Wed 26 Feb 2014
at 21:35
  • msg #350

Important Kingdom building points

http://paizo.com/threads/rzs2kqjx?Kingdom-Building

"Anything counts as adjacent; left, right, above, below, diagonal, or even across streets.

But you can't "double duty" a house. Once it's used as a prerequisite for another building, it can't serve as a prerequisite for a second building."


    Is there a limit on the number of districts you can have in a city?

Not really. A GM can certainly limit the number of districts a party puts in a single city if he wants, but multiple districts would be the only way you'd ever be able to model a really BIG city, after all. A city the size of Westcrown would take, IIRC, nearly 30 city grid districts.

Of course, your kingdom needs to be able to AFFORD all of those districts!


     I read somewhere that some rules for hiring low-level adventurers to take care of problems around the nation were cut for space. Any chance we might see those rules here?

Sure! During the event phase, you can...

Hiring Adventurers: By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks made as a result of a kingdom event. A group of low-level adventurers (level 1–2) grants a +2 bonus on the check but costs 4 BP. A group of mid-level adventurers (level 3–5) grants a +5 bonus on the check but costs 8 BP. A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) grants a +10 bonus on the check but costs 16 BP.


     2) exotic craftman don't have an economy bonus, isn't it a typo ?

Yup; typo. Exotic craftsman should grant: 1 minor item, +1 Economy, +1 Stability.


     If you have a magic item slot open, and roll a 3rd level potion for the random item. It is worth 750 gp. In the Income Phase, it says that items that cost greater than 4000 gp can be attempted to be sold off.

    As written, there isn't anything to cover selling items of a lesser value - other than the PCs buying it up to open the slot.

Ah. Yes. Items that cost less than 4,000 can't be sold off. It's just too cheap to really have much of an impact on your national economy to make a difference; it'd be like the US government selling a single TV to try to make a dent in the deficit. Doesn't really help. Only selling items that are worth 4,000 gp or more can help bolster your kingdom's treasury.

If you have a low-cost magic item that's "clogging" a magic item slot, and you want to get rid of it but no PC wants to buy it, you can "sell" it during the Income phase by making the Economy check; if you're successful, the kingdom's treasury doesn't increase but you do open up the item slot.

Of course, if you prefer to just ignore the 4,000 gp limit, that's fine too. The system can bear that kind of hand-waving, I suspect. ;-)


*Glances at bottom of page*

Page 1 of  980.

980?!  Good greif!  I'm just going to go with the stuff I've found so far and leave it at that.  Jeez.  And yes, I'm going to hand-wave "minor magic item" will always be a non-specific item worth at least 4k.  I don't need the hassle of rolling specific items any more than players need the hassle of selling off minor items with no benefit.

Also, Tim found this handy little chart:
https://kamedon-kingmaker.obsi.../wikis/building-tree
This message was last edited by the GM at 21:37, Wed 26 Feb 2014.
Matt
player, 547 posts
I am two things.
A Fighter, and a Fighter
Sat 15 Mar 2014
at 05:59
  • msg #351

Re: Important Kingdom building points

  Doing some future proofing checks for shopping on Matt (As in, what can I afford at Level 11, if I upgrade my Weapon/Armor/Neck to +3 at LV 11).   As the budget opens up at higher levels, a pile of miscellaneous low level items becomes much more doable.  No cheap shield since even if builder slots it,  Magic shields are "Arm Slot" and I like my Bracers Of Might Striking I've had for ages (+2 DMG to melee basic).

  New Toys For Matt:
Flicker's Of Faith (lv 4 Alternative): +1 to Surge TOTAL.  Day Trigger; if dropped to less than 1 HP "But do not die" (So something that flat out annihilates you doesn't trigger), roll 1d6.  3 or more = Not KO, heal Surge+1d6 worth of HP.

Moradin's Blessing Of Iron (Lv 3 Alt): Reduce PUSH Only by 2. If an enemy pulls me next to them, I can make an AoO against them.  Day Interrupt: I take damage.  reduce damage by 5.

Mental Block (Lv 4 Alt): 5 Psychic resist. +2 ITEM vs Fear and Charm saves.  Day "No action". make a save throw against one fear or charm effect (even if it's not a save vs).  save ends effect.

(Chris the Invoker Lover, read this) Pelor's Sun Blessing (Lv 4 Alt):  If you deal any damage to a target that is vulnerable to radiant, deal +WIS or +CON extra Damage.  Minor;at-will: Turn on/off bright light 5.    Day minor: an ally within 5 can spend a heal surge, and that ally gains +1 Item to save throws until end of encounter.

  That's what I can afford to add on TOP of my current gear, Right NOW at level 7, while still being able to keep it at level 11 when I upgrade my Main Three Items.

I can't tell if this is awesome or getting out of hand since including Crimson Determination that's like, 5 alternative reward items already.   Even if what I'm picking still "thematically" fits a Manly Blacksmith with a longrunning habit of Undead Smashing.


(Am eying "Fading One", lv 3, for later.  +5 to Jumping and considers you to always have a running start.  Also, when you spend an AP, You can fly speed until end of turn.)

EDIT:  Unrelated to Matt.  I just realized you can't make Wands of "Insert Arcane Class Encounter Power Here", for Level 27 Encounter attacks (or 26 Utilities). Unless you want to math out how much a level 33 Item costs.  Since the chart ends at Lv 28 Wand, for Level 22(Utility)/23 Arcane class that can use wands powers.

For reference, a wand of Level 3 Wizard Encounter, would be a Lv 8 item.

Still, for Kyle, this "Oh yeah, ALTERNATIVES!" will give me something to spend my cash on as levels go by (aside from a possible expensive wand habit).  Though some preliminary checks show that my "Airquotes" Low effort shopping, doesn't explode into extra toys until level 7.

Still,  Crimson Determination, and a Charm wand aren't to bad for extras.
This message was last edited by the player at 07:38, Sat 15 Mar 2014.
Mittens
GM, 1118 posts
Shifter
change job kupopopo!
Sat 15 Mar 2014
at 15:06
  • msg #352

Re: Important Kingdom building points

Looking at ginsu mittens and ascention team as a whole, what our team needs more than anything is a healer.  But I don't like playing healer.  Already have given up 2 feat slots to have 1 heal and Cherub off-tank.  Looking at giving up another feat slot to have another heal power that's also an attack.  Spring Renewal strike.

If tim took MC shaman, he could have yet another character to play for each time he did so.  One who is invincible.  Hint wink.

I'm not even sure i want to stick with 2-blade ranger with tens.  it's fun, but already having fun with it with kitau.  what i do know is i don't like playing the healer.
Mittens
GM, 1119 posts
Shifter
change job kupopopo!
Tue 18 Mar 2014
at 02:21
  • msg #353

Re: Important Kingdom building points

Lightbulb!  Healing potions!  Duh!
Monster Intern
player, 104 posts
Monster Party!
Monster Prices!
Thu 20 Mar 2014
at 01:08
  • msg #354

Re: Important Kingdom building points

Pileus HelmLevel 6+ Uncommon

This helmet is made of a tough, fibrous material shaped like a mushroom cap, and it smells of soil.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp

Head Slot
Properties

    You gain telepathy 5. You can use the telepathy to speak with any eligible creatures in range, broadcasting your message to multiple recipients.
    You gain resist 5 necrotic and resist 5 poison, and a +2 item bonus to saving throws against necrotic or poison effects.
        Level 16: Resist 10, and a +4 item bonus.
        Level 26: Resist 15, and a +6 item bonus.
Mittens
GM, 1121 posts
Shifter
change job kupopopo!
Thu 20 Mar 2014
at 01:52
  • msg #355

Re: Important Kingdom building points

Nice!  Though I wonder what the history of the flavor text is.  The RL version doesn't have any connection to telepathy, poison, mushrooms, etc...

http://en.wikipedia.org/wiki/Pileus_%28hat%29
Matt
player, 550 posts
I am two things.
A Fighter, and a Fighter
Thu 20 Mar 2014
at 02:32
  • msg #356

Re: Important Kingdom building points

Mittens:
Nice!  Though I wonder what the history of the flavor text is.  The RL version doesn't have any connection to telepathy, poison, mushrooms, etc...

http://en.wikipedia.org/wiki/Pileus_%28hat%29

After about two seconds seeing the images in that link?  My answer.

Smurfs.
Mittens
GM, 1124 posts
Shifter
change job kupopopo!
Wed 26 Mar 2014
at 21:28
  • msg #357

Re: Important Kingdom building points

Mittens:
House Rules for Mittens' Dungeon.

Fighter Combat Challenge
Due to the level of confusion and how not-broken house-ruling this feature is, the Combat Superiority and Combat Challenge features are now one and the same. All of it is AoO. (Originally, a fighter can not stop a shift. House rule allows that they can). NOTE: With this change, things like Weapon Master's Strike's Spear or Polearm feature become redundant. (Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.) So in place of any feat or power that used to have shifts provoke AoO, you can instead shift them to another square adjacent to you.


Revisiting this because of May's funneling flurry in SoW marking 2 foes, one of whom has already provoked an attack from her.

Me: "On the bright side, bat can't move thanks to May's marking it.  Or at least, it's dangerous for it to try and move."
Tim: "But May's already attacked the Hell Hound."

*Looks up Fighter Combat Challenge feature and errata.  Looks up houserule.*

There.  Because we houseruled that Combat Challenge is an opportunity action, not an immediate action, May can try to stop the bat when it tries to shift.  I did a little digging and apparently while the Essentials defender fighter, AKA the Knight, can't stop monsters within its aura, at best slowing them depending on stance, it can at least opportunity attack all those adjacent to it who shift.  So under the right circumstances, a first level knight could potentially get 8 attacks against 8 monsters adjacent to it before its turn comes up without ever having marked them.
Matt
player, 553 posts
I am two things.
A Fighter, and a Fighter
Wed 26 Mar 2014
at 22:06
  • msg #358

Re: Important Kingdom building points

  Yeah, AoO's can work on everyone once just fine.  AoO's have always been able to attack any given target once during a turn phase.  Short version of our house rule was going "Ugh tracking multiple variables and To-Hit Rolls or even Damage Rolls depending on... Wait, how did this enemy piss us off again?" and crossing out "Interrupt" on Combat Challenge (The power), and writing in AoO so it's always the same and we don't have to stop combat to reference a flow chart every time Fighter might be able to hit something.

  Matt for example would have to alter his To-Hit and/or Damage numbers depending on the situation, so I'd need like, at least three, possibly four different listings of "Melee Basic, Kinda".  Instead of just going "Okay, this is Melee Basic, and this is AoO".

   Fun Fact: Originally part of my headache regarding Combat Challenge: The Class Feature Vs Combat Challenge: The Power, was how brain melting feat and class feature triggers could be, and this was back when you couldn't take Agility instead of Superiority.  "Okay, wait.  Did this feat give me a bonus to AoO 'Enemy moved or did ranged', or a bonus to 'marked target shifts or attacks thing'  Or a bonus to Any Marked Target because identical names of power and class feature MY BRAIN IS LEAKING OUT MY NOSE!?"

Okay...   Okay... RaW Combat Challenge is the Class Feature ability to mark things... It is ALSO an Interrupt Power sharing the same name, which is my ability to attack marked targets who shift or attack someone else.  Yeah that's not confusing AT ALL NUMBERS BUISINESS UNIKITTY ANGRY.

  So we all basically said "Screw This".  because of how much of a headache and mess tracking all the different variables at any given time and just said "Fighter just hits things, okay!?".

EDIT: Oh right, more confusion is caused because there are TWO Combat Challenges!  It is the name of your class feature, AND the name of the Interrupt power, said power not showing up in compendium class listing if you are checking that in a hurry instead of digging out the books.
This message was last edited by the player at 22:16, Wed 26 Mar 2014.
Matt
player, 560 posts
I am two things.
A Fighter, and a Fighter
Mon 12 May 2014
at 03:53
  • msg #359

Re: Important Kingdom building points

Keyleth came to mind.

Elf Subtype perks.

Wild Elf (from Neverwinter) options include...

Trade Elven Accuracy (Encounter reroll attack take second), for Subtle Step (Encounter shift your speed as a move action).
Keyleth
NPC, 1 post
Gold Medalist Candidate
Nobody escapes
Mon 12 May 2014
at 04:06
  • msg #360

Re: Important Kingdom building points

That works, actually. Thanks!
Joe Darkthorne
GM, 417 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 30 Jul 2014
at 00:02
  • msg #361

Re: Important Kingdom building points

Oh dear.  Site overhaul.  I had to find a thread posted by someone saying where they stashed all the 4th ed stuff (No links to the 4th ed stuff that I can see anywhere on the new site setup).

http://archive.wizards.com/dnd/tools.aspx


My cynical assumption is that they will probably stop supporting the 4th ed character builder once Next is properly released, or soon after.  I know you guys go without the new builder for putting your sheets together, but I've been spoiled maaaaan.

EDIT: Supposedly, there was some old promise they'd keep tool support.  The links from the new site are nest buried as "New Site -> Product Info -> Tabletop Games -> Digital Tools"

I can understand not having 4th ed being the first thing you see on the new site, but that's a bit Vague if you are looking for old stuff. Once you actually go to that link it consists of "Project: Morningstar"  which is basically "We really want to make digital tabletop this time guys we wear".  And "4th edition legacy tools".

So at least of the only two giant picture links, 4th ed is the only thing they have that works.
This message was last edited by the GM at 00:13, Wed 30 July 2014.
Mittens
GM, 1138 posts
Shifter
change job kupopopo!
Wed 30 Jul 2014
at 02:46
  • msg #362

Re: Important Kingdom building points

Dohs.  If they ever do make a virtual tabletop, I might have to take another look at 5e.  I hear the basic rules are available for free.
Mittens
GM, 1140 posts
Shifter
change job kupopopo!
Fri 8 Aug 2014
at 00:54
  • msg #363

Re: Important Kingdom building points

Note to self.  Look up if all ranged powers provoke AoO.  (Why else would heal powers be close burst, 1 target?)
Joe Darkthorne
GM, 418 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 8 Aug 2014
at 01:07
  • msg #364

Re: Important Kingdom building points

Mittens:
Note to self.  Look up if all ranged powers provoke AoO.  (Why else would heal powers be close burst, 1 target?)

I think even if it's wrong, my brain has been treating this as "Ranged ATTACK powers" despite that of late.  Which still follows niche things like "Warlord commands someone else to make a basic attack" because those are still attack powers.

I may have deserved an AoO or two by now from Kyle's summoning eyeball on that note.  Then again, last time I made sure the guy was BLIND (eating an AoO to do so) when I point blank Eyeball/Dancing weapon cast.

ALSO! Check in on star wars saga situation if you have not already.

EDIT: Yup.  It's ranged or area attack (not attack, my brain subconsciously wrote that) Powers, at all. Duuur.  Though this gives leeway to "I throw a potion to someone/throw a rope" stuff.

quote:
Ranged and Area Powers Provoke: If an enemy adjacent to you uses a ranged power or an area power, you can make an opportunity attack against that enemy.

This message was last edited by the GM at 01:13, Fri 08 Aug 2014.
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