"Sleep depravity", by the way, makes it sound like you're asking about molesting people in their (or perhaps, your) sleep. The word you want is deprivation.
Sorry, I keep seeing it being quoted over and over and it just bugs me.
For us (or at least for me) this wasn't so much a question of falling back on 3.5 as confusion regarding what counted as dice "normally rolled", since both SA and HQ are "once per turn" effects that you choose when to trigger. Would you "normally" roll the sneak attack dice on the attack you just got a crit on? Perhaps not, if I was using a multi-target attack and there was a more important target to come.
Anyway, Now I Know!
Unless someone can correct this, I think I have #25:
You do not need to hold a weapon in order to obtain combat advantage through a flank. You can be armed or unarmed. (PHB 285)
Perhaps not, if I was using a multi-target attack and there was a more important target to come.
So me shifting Zero squares qualifies as the EFFECT happening...
I understand what you are saying, but there probably isn't any way to verify what you "would have done in other circumstances" (i.e. if you hadn't rolled the crit then you wouldn't have choosen sneak attack).
If We take a TWF ranger or Two-handed weapon fighter or a sword+heavy shield paladin they will have to spend an "full round" to drink a potion
#32 Did you know that an elf PC with Fast runner feat and using his Action point can Run 33 squares in one round.
OK #30 Did you know that Twin strike damage does not get modified by any abilities i.e. STR or DEX
1/2 damage. And yes, 1/2 of 1 is 0. So that weakened fighter who used careful attack (don't ask why) and rolled a 1 did 0 damage.
Yet another reason careful attack isn't worth it.../sigh
If you’re affected by an effect that prevents you from
taking opportunity actions, you don’t flank.
Did you know that Twin strike damage does not get modified by any abilities i.e. STR or DEX
And when i realized this i was glad cus the Ranger in the party im DMing is just slaying bad guys like mad.
Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacksHit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
#35: You can not use an Immediate Interrupt on your own turn. Our Wizard was a little disappointed that he couldn't activate Shield in response to an OA when he cast Thunderwave with two Kobolds in front of him. :D
Thunderwave is a close blast, and as such does not provoke OA from enemies. Only "Ranged" or "Area" attacks provoke. (p290, PHB)
I don't have my PHB with me, but I swear I read somewhere that close blast falls under "Area" attacks, as does close burst. I'll try to remember to look for it tonight when I get home.
Following a power’s action type on the same line is the
power’s attack type and its range. The four attack types
are melee, ranged, close, and area. Each of these
attack types (fully described in Chapter 9) has rules
for range and targeting.
Even though these terms are called “attack types,”
they apply to utility powers as well as attack powers.
QUEST XP : Give out to each player that amount of Divide it among the number of players? I Beleve each player but one buddie thinks its Divided to each person.
Ok, I have a few.#34: You can only use an Immediate Interrupt once per Round. Some of the Kobolds we faced were ridiculously hard to kill until we figured this one out.
37) The Human perservances allso adds to death saving throws. thought it only gave to Saves
Thunderwave is a close attack, it doesn't provoke OA's. If you're making OA's on your Wizard when he uses Thunderwave, you owe him alot of beanies.
You're correct, quest xp is given to each PC not divided.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
PHB p56 if you want to check... "Close" is one of the 4 attack types and as such would not fall under any other category. They are separate and distinct.
This kind of disturbs me though, because if "Close" attacks don't generate OA's then what is the point behind abilities and feats that only come into effect when you make an OA? It's incredibly easy, after all, to avoid provoking OA's completely. I don't know how it has gone in your games, but in ours OA's are a very rare event. We started playing 4th two weeks after the rules came out and in that time I think there have been a total of 4 OA's generated by bad guys and maybe 10 generated by the party and that's counting those generated by close attacks. So if you remove the ones generated from close attacks then it's probably more like 2 and 4. And to be honest, even those could probably have been avoided.
I think the point is to try to put your opponents into a position where they have to choose between exposing themselves to an OA or something equally bad - making a sub-optimal attack or staying in a situation where they are easily attacked, for example.
Generally the threat of an OA should be the important thing; i.e. a monster won't pass the fighter to get to the wizard in the back because of the threat of an OA, and an artillery foe will be afraid to use his powerful ranged attacks because someone's right on top of them. Remember that all Ranged and Area attacks still provoke, not to mention most movement.
Except Shifting doesn't provoke (except for the Fighter's Combat Challenge), meaning the artillery foe can shift out of reach of the guy right next to him and then fire away. As for 'passing the fighter to get to the wizard in the back' it's actually very easy to run far enough around the fighter to get to the wizard without provoking OA's. Unless, of course, you have multiple fighters standing around the wizard protecting him from all sides which is rarely the case in my experience.