Some 4E rules questions


4th Edition

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Wow! Suddenly being knocked unconscious is a LOT more dangerous. Ticks last even after you're up until you take a short rest. Someone with one or two ticks better start backing out of battle fast!


William Pall wrote:
Antioch wrote:
Other characters can trigger your own healing surges by using Inspiring Word, Healing Word, a healing potion, a Heal check, etc.

I realize that this would probably be counter-intuituve, but do the rules state one way or another if you are able to choose whether or not your healing surge is used, or are you forced to use it if an action occurs on you that expends one.

Can you refuse healing, I guess is what I'm asking.

All of the abilities say "a character can spend a healing surge". The use of Heal states that you "allow" a character do burn a healing surge without using an action, but also without gaining the Defense bonus.

Therefore, a character does not have to just because the cleric rolled out Healing Word. However, I cant see a cleric doing this randomly, so if she targets you, its probably because you want/need it.


Grimcleaver wrote:

Wow! I really like that! So basically you have a certain innate capacity to be healed per day. So there's only so much inspiring, resting, taking breathers, having blessings done to you or whatever before you're just done and have to call it quits. I really like that. So beyond a certain point you can drink all the potions you want but it's not going to do much anymore and you just need healthy natural rest.

That's really cool...

Indeed. :-)


Can someone point out the weapon drawing rules? The only thing I've seen so far is under the actions table in combat, drawing or sheathing a weapon is a minor action, but they don't go into much detail about things like drawing two weapons. It's a pretty important thing for rangers, I'm hoping they cover it somewhere.

The Exchange Contributor, RPG Superstar 2008 Top 6

Panda-s1 wrote:
Can someone point out the weapon drawing rules? The only thing I've seen so far is under the actions table in combat, drawing or sheathing a weapon is a minor action, but they don't go into much detail about things like drawing two weapons. It's a pretty important thing for rangers, I'm hoping they cover it somewhere.

It is indeed two minor actions to draw two weapons, nothing special for rangers. The Quick Draw feat would let you draw the weapons with the action (probably standard) you used to attack with them.


For now, I would make it part of the same minor action, or (in my games) just require two minor actions (one per weapon).
Seems reasonable, as if a character wanted to take out a weapon and a potion, I'd charge them two minors.


Chris Braga wrote:

I got an official answer from customer support. Actually, I got a lot of answers, so I'll post my questions first and then the answers.

MY QUESTIONS (pages from the PHB):

1) p. 295: why does it say "Lower than 10: ... If you get this result three times BEFORE YOU TAKE A REST ... "? Can you take a rest while dying???

2) p. 293: What comes first at the start of your turn, regeneration or ongoing damage?

3) Does a versatile one-handed weapon used in two hands qualify as a two-handed weapon for power attack, feats etc? Or does it just give +1 to damage?

4) What exactly does "once per round" mean? Once between your current turn and your next (like in 3.5) or once per combat round?

5) p. 295: What happens if you are stabilized at negative hit points, but nobody can heal you. Can you use healing surges once the encounter has ended and you've taken a short rest?

6) Can you jump over an obstacle while charging?

7) What initiative do new combatants have who enter a battle that is already in progress?

8) If a power lets you heal with a successful attack, can you use it outside of combat?

9) How does stealth work when you are in combat? For example, can a warlock move three squares, gain concealment, then hide while his enemies are onlooking?

10) The fighter power Spinning Sweep lets the fighter lay an opponent prone. There is no size restriction. Should there be one?

ANSWERS:

1. It mentions this because you can fail this save three times over any period between rests and still die. Here is an example: You are knocked unconscious once, you fail the save. You are healed and wake up refreshed, but do not rest between the next encounter. You are knocked unconscious during this fight, and fail a save. Again you survive, wake up, but do not rest. The next encounter you are knocked out a third time, and if you were to fail this third save for the day it's curtains for our hero!

2. These effects happen simultaneously, therefore you only lose or gain hit pints equal to the net amount.

3....

Thanks for this post! This is very enlightening.


Antioch wrote:

For now, I would make it part of the same minor action, or (in my games) just require two minor actions (one per weapon).

Seems reasonable, as if a character wanted to take out a weapon and a potion, I'd charge them two minors.

Yeah, but at the same time it seems reasonable that a character would set up his weapons so that he could draw them in the same action. 3.5 let you do this as part of a move action if you had the Two-Weapon Fighting feat. Well looks like I have a new house rule for my campaign...


Panda-s1 wrote:
Antioch wrote:

For now, I would make it part of the same minor action, or (in my games) just require two minor actions (one per weapon).

Seems reasonable, as if a character wanted to take out a weapon and a potion, I'd charge them two minors.
Yeah, but at the same time it seems reasonable that a character would set up his weapons so that he could draw them in the same action. 3.5 let you do this as part of a move action if you had the Two-Weapon Fighting feat. Well looks like I have a new house rule for my campaign...

Something to consider is a lot of ranger powers require that your either using two weapons or a range weapon to use the power. I think it might be kind of intentional that the ranger can't switch nearly instantly from being a living Cuisinart to a sharpshooter and back again with little penalty.

In 3.5 you more or less had to choose between being good with two weapons or being good with range weapons but in 4E all rangers can (and probably should) be very good at both. Likely most players will favour one type over the other but it'd likely be smart to have picked up at least a few powers that emphasize each angle.

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