I've been keeping a list of rules questions over a the last couple of seasons of Encounters as well as a few homes games I'm either running or playing in. I'm hoping that I can get some help clarifying these issues, just so I can get a better grasp on these corner cases that confused me (or the game) so much that it made at least me stop to write them down.
So, first and foremost, I'm really sorry for waiting this long to post, and the stupidly large number of questions I'm putting out there. Second, thank you to anyone who wants to take a quick stab at what I'm sure are simple answers that I've just overcomplicated in my mind. I appreciate it.
The power is a free action, used on success of monster knowledge check (a no action). Can a player make a monster knowledge check as an interrupt, or an opportunity (for example: when an enemy leaves a square adjacent to the player and provoking an AoO, or in response to being attacked be said creature) to gain the bonuses from the power (thus potentially negating a hit, or killing a monster if it's within [Int Mod] hit points of dying after already determining damage initially)?
Using the Chaos Knight as an example, it has an aura 1 that deals damage if you do not include the demon in the attack as a target.
If, for example, a player is flanked by two Chaos Knights, does it get punished by both for not attacking either (a third monster adjacent to it, maybe, that poses a bigger threat)? The source of the damage is two different sources, but it's the same aura. I am unclear on when auras do and don't overlap and negate each other.
When does this trigger? The power says "moves adjacent." If a player is already adjacent to the creature, and moves to another square adjacent to the creature, does this power trigger? Or does it have to be moving into a square adjacent to the Demon, from a square that was not adjacent to the Demon?
This power has the radiant keyword. As I understand it, that makes the whole power "radiant" for purposes of resistance. (Correct me here if I'm wrong, please.)
Say a player has "Resist Radiant 5" and is struck by a Vindicator attack. Does the player resist 1d10+3 and then resist 1d6, or will the player resist 1d10+1d6+3? (Assuming max damage rolls, a player would take 9 damage [13-5 and 6-5], or he'd take 14 [19-5] damage.)
When are resistances applied when an entire power's keyword deals a damage type, and then there's an additional die roll's damage of the same type? And if I've gotten this all backwards, can you please show me an example of each and how it's actually supposed to work?
In this example, a player takes damage, and has a Cleric within 5, and a Paladin within 3. Both of them interrupt: the Cleric with Reverent Mettle (reduce damage by 5+CHA [we'll say 5 here]) and a Paladin with Righteous Shield (Paladin takes the damage of the triggering attack).
If I am correct, the Cleric can reduce the damage by 10, and the Paladin will take (damage-10) without issue? The question I have is if the Cleric's trigger is "an ally takes damage" and that ally is a Ranger, can the Paladin take the reduced damage since the Cleric's interrupt would have vanished -- ie, the Ranger never took damage, therefore it couldn't be reduced before the Paladin took the damage instead? (This would mean that the Cleric could reduce the damage after the Paladin took it, though, so it actually matters what order the power is interrupted in?)
Creature A just dominated the Ranger, and ends its turn. On the Cleric's turn, the Cleric stuns Monster A.
On the Ranger's turn, can Creature A dictate what the Ranger does, since the Ranger is dominated? Or does the Ranger just sit there, doing nothing, since Creature A is stunned?
The dominator doesn't have an action type -- even "no action" -- listed to use the dominate effect. A stunned creature can't take actions, but if exercising dominate doesn't require an action, the stunned creature can still exercise domination over its target, correct?
During one of the last seasons of Encounters, there was a Warlock who Rebuked a creature. The environment (or an ongoing effect) dealt the Warlock damage. Does the Rebuke still trigger off of damage with no source (ie, no target)?
Hyperbole, but it helps illustrate my example: A Warlock is in a barfight and Rebukes the bartender. The Warlock then breaks a glass bottle on the ground and walks over the glass taking 1d4 damage (because broken glass example, that's why). Does the Rebuke go off, damaging the bartender again?
A player is struck dead, to negative bloodied, but also has ongoing effects, we'll say Slowed for this example. On the very next initiative pass, another player administers a Potion of Life (lv 30 consumable, 50HP to an creature that died since the end of your last turn). Does the dead player return with his save-ends effects on him? Any creature brought up from negative hit points still maintains any ongoing effects if they did not previously save against them while unconscious, but negative-bloodied is not exactly the same as unconscious anymore. Do all effects end on perma-death, at negative-bloodied?
Do they? I have it written down, so obviously it confused me at one time... If I'm ducking behind a wall that grants partial cover, and it's misting out (partial concealment), are enemies at -4 to hit me? Almost all the references I'm finding in the compendium online say "cover or concealment" and never mention having both at the same time.
Death Threat lets you assign your Quarry to a target within 5 squares of you, if you reduce your original Quarry target to 0. Does this new enemy have to meet the conditions for Quarry to be designated when Death Threat triggers? For example, say that the Ranger is blinded, or that the enemy is invisible or behind total cover. To designate a target as your Quarry, you must be able to see it -- line of sight. If you cannot see a target to Quarry when Death Threat triggers, can you reassign it at all?
This is a moot point now, as the player took different gear, but I was still wondering what the rules forum thought on this.
A player has a set of gloves that grant certain bonuses, but he wanted to pick up a different set that offered different bonuses and switch them back and forth during combat. The player uses a great bow. Off the top of my head, it would require two free actions (1 to drop the bow, 1 more to flip your hands so the gloves come off), 1 minor to pull the gloves from your belt (like drawing a weapon) and probably 1 more minor to equip them, leaving the player with only the choice of a move or standard, which would mean they couldn't attack and would have potentially wasted a round of combat.
This is just an opinion question, though, since it's not actually applicable anymore.