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Recent posts by
Shroomy:
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So far, with the exception of the 4e Manual of the Planes there is a pretty sharp demarcation between player and DM books, extending to even setting materials (however, Dark Sun will be an exception). For example, in Libris Mortis, large parts of the book were devoted to new options for players; its 4e counterpart, Open Grave really has no content appropriate for players (other than a handful of rituals and undead grafts, though there are no explicit rules for the latter). In addition, each of the books is very focused on its subject matter. Martial Power covers fighters, rangers, rogues, and warlords, not wizards or clerics. While the best part of the 4e sales model is that you can get all the crunch (update to date with the latest errata BTW) with a DDI subscription, you can, if you are so inclined, buy only the books that directly interest you and the first three core books can be purchased as a set relatively cheaply online.
One last thing, as a plus for 4e that I don't believe has been mentioned, one of the things I most love is the support for all 30 levels of the game. There are plenty of options for all levels of the game, from both a PC and DM perspective (that said, more epic level rituals and monsters are always welcome), and I think 4e is the clear winner when it comes to support for high level play.
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Kevin Mack wrote:
18DELTA wrote:
SirUrza wrote:
And then there's poor Elaine being out of the Realms too.
Not true. Just because "Reclaimation" got cancelled doesn't mean she will not write any more Realms Novels. Dont believe me go and check out what she said on the Wizard Boards, and at Candlekeep just LAST WEEK...;)
So you don't think I am making this up http://community.wizards.com/go/post/reply/75882/21263021/Cycle_of_Night_Ca nceled_Paul_Kemp_nolonger_writing_FR_Novels"e=377596757
All i seem to be getting is a you cannot post message. Is this one of those things you need a DDI subscription for?
No, there cookies are all screwed up right now. You either need to get in through the front page or through your account.
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Nick Trotti 87 wrote:
http://www.scribd.com/doc/13110320/DD-4E-Black-Knight-Class
Thats the class he wants to do. now the Theme behind it seems interesting but rather oddly enough its some how feels off like its over powered or under powered i can't put the finger on it
It's actually both. Just looking at the first few levels, the 1st-level at-will implement powers are terrible, while with a 3rd level encounter power and cold specialization, you can stun a target. Some of the levels feature powers that are clearly better than another (see cleaving blow vs. blade of bood), and there are plenty of errors in the powers.
The worst part is that as a defender, the black knight actually has no way to do its job and any squishies in your group are going to feel the pain. The class is actually more of a melange of a controller and striker, with defender hit points and defenses.
I would not allow this class into my games
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Blazej wrote:
I'm currently a player in my 4e group, but I will be shifting back into the GM's seat within a few weeks. So I will likely have to deal with this power the party's Invoker revealed the newest ability that she had gained from channeling her deity's power.
She conjured a flag onto the field and announced that everyone within line of sight to it would get a +7 to all defenses as long as she sustained it.
My immediate reaction was disbelief and a request to see the power since this would render all of the attacks against us useless. The power is "Pennant of Heaven's Armies" [Invoker Utility 16, from Divine Power] and that is exactly what it says (plus a bit more).
So, lacking official errata, I'm wondering how to deal with it without being heavy handed. What tactics I can use in any combat without making it so her power isn't rendered completely useless or make it seem as if every enemy seems to be aware of her ability. I could also reduce the power of the ability (by reducing the bonus, reducing how easy it is to use, reducing who is affected by it, or just even naming the bonus rather than leave it unnamed), but I'm not exactly sure where to reduce it to.
The answer I have to it right now is to just go after the fact that it only provides allies the bonus and focus all the enemies attacks on her. Even then, I'm not sure how effective that would be with the rest of the party around to defend her.
---
You could always target her since she doesn't receive any of the bonuses to her defenses (a stun or daze attack would be devastating since she can't sustain the effect), but any kind of attack that blinds a PC or blocks line of sight (a wall, a cloud of darkness, etc.) nullifies the effect (terrain would also be your best friend). It also a Conjuration, so any effect that can destroy or dispel one would apply.
In any case, given the disparity between an epic monster's attack modifier and the parties defenses (I'm guessing you're at epic level given that she needs at least a 24 Wis to get a +7 bonus) means that properly leveled monsters are probably not going to consistently whiff on their attacks.
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ggroy wrote:
Off the top of my head, some of the 3PP d20 settings which had more than a few published books during the 3E/3.5E era.
- Ravenloft (Sword and Sorcery)
- Blackmoor (Zeitgeist)
- Dragonlance (Margaret Weis Productions)
- Aereth (Goodman)
- Iron Kingdoms
- Kingdoms of Kalamar (Kenzer)
- Arcana Unearthed, Arcana Evolved, Ptolus (Malhavoc)
- Everquest d20 rgp
- Warcraft, World of Warcraft d20 rpg
- Rokugan (AEG)
- Scarred Lands (Sword and Sorcery)
- Freeport (Green Ronin)
How many of these have been converted to 4E?
The only ones I can think of offhand:
- Kingdoms of Kalamar updated to 4E and released only as a PDF. (Kenzer seems to more interested in using Kalamar for its Hackmaster 5E rpg).
- Scarred Lands "creature collection" was converted to 4E and published as a book, but nothing else yet.
So far somewhat underwhelming.
XRP is doing Freeport, Goodman Games is still setting all of their adventures in Aerth, and someone (Red Brick I think) is doing Earthdawn. Blackmoor was also released, but I forgot who's doing that.
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Here's how I would build an intellect devourer of the level you're asking for:
Intellect Devourer Level 13 Controller
Small aberrant magical beast (blind) XP 800
Initiative +11 Senses Perception +12; blindsight 12
Clouded Mind (Charm) aura 2; the intellect devourer gains concealment against any creature within its aura that is dazed, stunned, or taking ongoing psychic damage.
HP 127; Bloodied 63
AC 27; Fortitude 23; Reflex 25; Will 26; see also clouded mind
Immune gaze
Resist 10 psychic
Saving Throws +2 against charm and illusion effects
Speed 8; climb 4 (spider climb)
M Claw (standard; at-will) * Psychic
+18 vs AC; 1d4+4 damage and ongoing 5 psychic damage (save ends)
R Ego Whip (standard; at-will) * Charm, Psychic
Ranged 12; +17 vs Will; 2d6+6 psychic damage and the target takes a -2 penalty to its next attack roll, skill check, ability check, or saving throw.
r Body Thief (free action, when an enemy in range is reduced to 0 hit points or becomes helpless; encounter) * Charm, Reliable
Ranged 5; targets one dying or helpless enemy; +17 vs Will; the target is dominated (save ends), saving throws to end this effect take a -2 penalty, and a target who is not already dying is reduced to 0 hit points. While the target is dominated, the intellect devourer disappears into the target’s mind and is removed from play; as long as the target is dominated, the intellect devourer cannot be attacked. While dominated, the target does not make any death saving throws and cannot regain hit points. If the intellect devourer ends the effect (as a free action), the target dies, or if the target saves against the domination, the intellect devourer appears in a square of its choice adjacent to the target and the target falls prone and begins to make death saving throws (if applicable).
If the target is still dominated at the end of the encounter, the intellect devourer can sustain the effect for seven days (the target no longer makes saving throws to end the effect); at the end of this time, the target dies and the intellect devourer appears in a space of its choice adjacent to the target’s body. While dominated, the intellect devourer gains a +5 bonus to its Bluff checks while impersonating the target. During this time, a Remove Affliction ritual can be used on the target (if restrained or helpless) to end the domination. If the ritual succeeds, or if the target dies, the intellect devourer appears in a space of its choice adjacent to the target, while a dying target falls prone and begins making death saving throws.
Combat Advantage
When an intellect devourer hits a creature that is taking ongoing psychic damage and is granting combat advantage to the intellect devourer, the target is also dazed until the end of its next turn.
Alignment Chaotic Evil Languages Common, Deep Speech (cannot speak unless dominating a target); telepathy 12
Skills Stealth +16
Str 13 (+7) Dex 20 (+11) Wis 12 (+7)
Con 15 (+8) Int 12 (+7) Cha 22 (+12)
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You can attack the tentacles of the dolgaunt, so its not completely unprecedented:
Quote:
Clutch of Death
A dolgaunt monk can grab with up to two tentacles at a time. While grabbing an enemy, it can act normally, but it can’t use that tentacle for another attack. Enemies can attack the tentacle. An attack that hits the tentacle doesn’t harm the dolgaunt monk, but it causes the tentacle to release the grab. The tentacle’s defenses are the same as those of the dolgaunt monk
I don't have a copy of the AP, but sending someone to the Abyss for the entire fight doesn't seem like it would work out too well in 4e. Personally, I would crib some of the Astral Dreadnaught's powers, but reflavor them so its more demonic/Abyssal.
Quote:
Swallow (Standard, at-will)
Targets a bloodied Large or smaller creature that the astral dreadnought has grabbed; +25 vs Fortitude; the target is swallowed. The target enters a demiplane that is 8 squares wide, 8 squares long, and 2 squares tall. The swallowed creature arrives in a square of the dreadnought’s choosing. A hovering eyeball occupies the center 4 squares of the demiplane.
Creatures in the demiplane can attack the eye. It shares the current hit points, defenses, immunities, resistances, and saving throws as the astral dreadnought, and it is also insubstantial. The eye can’t be knocked prone or teleported, and it is immune to forced movement. Creatures in the demiplane are not affected by the dreadnought’s aura.
Any damage or effects the eye takes are also applied to the astral dreadnought. When an astral dreadnought dies, the swallowed creatures are expelled into the space the creature formerly occupied.
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I'm not too worried. As noted, the avenger is a melee class and I think the armor restrictions on the power would make it less attractive to other classes. Most importantly, there's no hover involved, so there are no opportunity attacks, no shifts, you have to move 2 squares or crash (immobilized, restrained, and even slow become dangerous), and being knocked prone, ouch! Also, at 16th level, the amount of creatures that can fly or teleport is not inconsequential.
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bugleyman wrote:
Again, like or dislike is beside the point. The issue isn't exclusive content; the issue is is exclusive content the replicates a very common archetype that was in previous PHBs when WotC is clearly on record saying this edition is first-and-foremost a PnP RPG.
It is a first and foremost a PnP RPG, as my burgeoning book collection and weekly, in person, PnP games attests to. Hell, 4e will be a year old in a couple of days and I'm already beginning to run out of shelf space.
And I'm sorry, but I seriously doubt that the assassin that will be released in September will be recognizable to most as a classic archetype, which is already well-served by both the rogue and avenger.
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WelbyBumpus wrote:
The thing to realize about this brouhaha is that many people aren't going to consider something they can't get in a printed book "official." That is, if I sit down to play a 4E game, I can be fairly sure that the DM will allow "core" materials (PHB, PHB2). Maybe he'll allow "splatbook" materials (Arcane Power, Martial Power). Unlikely he'll allow other very specific materials unless they are somehow central to his campaign (weapons from E1: Death's Reach; feats from Open Grave). I think that the Assassin class is "de-legitimized" by having it DDI only.
Face it, if someone showed up at your game and said, "I've got this cool class I want to play" and he produces a 4-page black and white printout, aren't you going to consider that at least a little less official than a class between the covers of a book called "Players Handbook N"?
No, not if its the actual printout from the DDI. Its the same freelancers, developers, and designers writing both the books and the DDI articles, and so far, there's been little to nothing overpowered about the DDI-only content. Add that to the fact that the content will be fully integrated into the Character Builder and Compendium, and I have no problems.
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houstonderek wrote:
As an very occasional, very casual, "dabbler" in 4e, and, as my system knowledge is limited (and I do not subscribe to D&DI - heck, I had to drop my Paizo subs...), I have a question:
With all of the new options that weren't around a year ago, through the various sources, has anyone found anything "broken" yet, to the extent that some of the supplemental material for 3x has been described as "broken"? Or has 4e managed to maintain the system balance that, when the first books were released, seemed to be one of the stronger points of the new edition?
Just curious if there is anything I should look out for were I to immerse myself more fully into the 4e game. Thanks in advance for your answers!
I know that people have pointed to a few magic items in the Adventurer's Vault and the battlerager fighter from Martial Power as somewhat problematic, but nothing as dramatically powerful as the broken 3.5e stuff.
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Dragnmoon wrote:
By the way so you all know.. This like from the email is b&~@!~&&.
WotC wrote:
Beginning July 2, introductory pricing for D&D Insider will expire and subscription prices will change to reflect the increasing value and new content.
They have added nothing other then the normal monthly content. There is has been nothing new added since they started the subscription on the site.
They are basing this price hike on nothing.. I am soo freaking pissed about this.
Um, the Character Builder was introduced after the subscription service began and the DDI Compendium has had several upgrades.
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Dragnmoon wrote:
Well that is not working..
I emailed them to the email It said, got an email back saying that email was not being used anymore an to to access their help section, When I try to access the help section I get an error.
Much easier if they let us join on the web page..
Did you try this link? I did it last week without any incident. Remember to email them through the "Email Us" tab at the top of the page.
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Windjammer wrote:
Hey guys, do you remember this one?
I'm sort of torn. On the one hand I really like Fallcrest. On the other it still feels like a huge let down to know (?) that the 4E core books didn't feature Hommlet to begin with when they perfectly well could have.
Also, one of the 4E preview books contained an illustration of the Temple of Elemental Evil (I think it was in Worlds and Monsters). I'm curious if WotC ever feels like doing that as a module for 4E, given the apparent assumption that the temple is still there. Not that I expect it, since that was done "too recently" with 3E. And it's (to my mind) too much of an iconic Greyhawk location. For, as we know, while Mearls houses his own campaign in Greyhawk (using e.g. several deities that never made it into the 4E PHB), WotC has no obvious intention to follow suit. A small one-off with Hommlet and the Moathouse is probably among the largest bones they'll ever toss to the ´hawkers.
I wouldn't be so sure. The 4e Manual of the Planes specifically lists five campaign worlds: Faerun, Eberron, Krynn, Oerth, and Athas. It stands to reason that those will be the ones that will receive an eventual 4e release.
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Dragnmoon wrote:
Shroomy wrote:
I signed up for the RPGA the other day through the WoTC website.
I am sorry this is off topic..
But you can sign up for the RPGA on their page now?... For years you could not unless you got a card from a GM at a convention...
Did they finally change that?.. Please oh please tell me they did...
Yeah, I signed up by emailing WoTC customer service through their website. Its detailed in the FAQ.
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