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5 years ago ::
Jun 15, 2008 - 11:27PM
#21
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Hammer feats and powers utilize Con. there is ONE feat. from the Paragon tier called Hammer Rhythm and Its pretty good.. but whatever.
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5 years ago ::
Jun 15, 2008 - 11:30PM
#22
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Date Joined:
May 11, 2006
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Which should let you jump higher, a long jump or a high jump? And which is it in D&D?
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5 years ago ::
Jun 15, 2008 - 11:45PM
#23
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Date Joined:
Dec 31, 2007
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Which should let you jump higher, a long jump or a high jump? And which is it in D&D?  Wow... that's...
Rolling 20 on High Jump: Jump 4ft up.
Rolling 20 on Long Jump: Jump 4 squares across, one square up. So your feet clear 5ft.
Wtf...? Gonna have to change that.
The only benefit to using High Jump is that you can add your height + arm reach to grab something...
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5 years ago ::
Jun 15, 2008 - 11:49PM
#24
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Date Joined:
Jul 26, 2006
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there is ONE feat. from the Paragon tier called Hammer Rhythm and Its pretty good.. but whatever. Check out Crushing Blow and Skullcrusher, as well as some non-hammer-specific Fighter powers. And perhaps most importantly, you need it for the vital Bludgeon Mastery.
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5 years ago ::
Jun 16, 2008 - 1:26AM
#25
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Date Joined:
May 11, 2006
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The only benefit to using High Jump is that you can add your height + arm reach to grab something... And shouldn't you be able to do something similar (though perhaps not using your full height) during a long jump? Some skills seem a little rigidly defined (there seems to be a lack of circumstantial mods for skills as well).
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5 years ago ::
Jun 16, 2008 - 8:32AM
#26
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Date Joined:
Sep 28, 2005
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Not surprising with a total ground-up system rebuild, quite a few things look like they've been stuffed up. Oh well. I may as well share my pain.
*Cleave. You only have to hit the primary target, and the cleave damage to the second target is automatic. In other words put a mook with AC 10 next to a dragon with Armour Class 57 and if you can hit the mook, the other guy takes cleave damage. I think this is more like, if you're swinging at a minion, the guy next to it doesnt really try to dodge because you're not attacking HIM
*Rogues have better chance to-hit than Fighters, since their base attack is the same and most of their attacks go for the often-poorer Reflex (with weapon to-hit bonus to AC included for good measure). Rogues are experts at getting hits in when and where they're not expected, thats' one of their roles.
*Steady Shooter (feat, page 206)--get +3 to damage with an x-bow if you don't move for a round. Great except...the prerequisite is Con 15+. WTF?? I think the Con refers to the ability to relax and snipe.
Additionally there are a lot of other powers that are 'off stat'- probably to make wierd stat variations somewhat useful. There's a Wizard feat with Cha 13 as a prereq..
*Being on fire: a number of powers (e.g. fire archons) deal continuing fire damage, save ends. The character keeps fighting while ON FIRE, and it either goes out or it doesn't. There's no combat option that lets you reroll a failed save -its up the GM to houserule if you can roll around on the ground. Probably not, since it takes a L16 ranger power to reroll a save. You know what's funny? Ongoing fire damage on something with fire resistance. They're on fire, but take no damage from it. They also rolled TERRIBLY so they were on fire for a LONG time
*LG deities seem to be allowed to have LG and Unaligned clerics, but not Good clerics. Unaligned clerics are willing to follow the law, wheras a good cleric is explicitly not lawful
*Hurl Through Hell (Warlock 29).--a fiery pit appears under your foe, he falls in, goes to hell for a round, and gets 7d10 damage. The weird thing here is,if he doesn't go to hell, he still gets half damage! The hell pit itself, if they dont fall in, still probably belches out firey doom
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5 years ago ::
Jun 16, 2008 - 9:07AM
#27
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Date Joined:
Jun 12, 2008
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Any person with the time and inclination can come up with dozens upon dozens of these for ANY RPG SYSTEM out there. In fact, Pyramid used to have a regular column called Murphy's Rules that pointed out all of the silly descriptions you could come up with by taking the literal definition of game rules.
Thank heaven most of the people playing the games have enough brain power to handle those situations when they occur. Although not all of them from the looks of these forums.
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5 years ago ::
Jun 16, 2008 - 9:54AM
#28
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*Cleave. You only have to hit the primary target, and the cleave damage to the second target is automatic. In other words put a mook with AC 10 next to a dragon with Armour Class 57 and if you can hit the mook, the other guy takes cleave damage. I don't have much of a problem with this. Do you realize how many minions your Cleaving fighter with an 18 Strength would have to drop to kill a 1st level character, let alone a dragon? But, if I encounter a permanently immobilized medium-sized adamantium golem, I guess I could break out my reach weapon and bag of rats....
*Mirror Image--gives you a +6 bonus to AC, which goes down 2 whenever you miss (since you hit an image). A fighter with Armour Piercing Thrust ignores mirror image, since they get to attack Reflex not AC. Same for most of the rogue powers. Fair enough. It should probably be +6 bonus to all defenses against close attacks only.
*Rogues have better chance to-hit than Fighters, since their base attack is the same and most of their attacks go for the often-poorer Reflex (with weapon to-hit bonus to AC included for good measure). I don't like this complaint because encounters are far too complex to generalize like this.
*Half-elves make GREAT hammer fighters, thanks to their +2 CON. We'd expect that from reading fantasy literature, right? We all know that a half-elf should have favourite weapon: hammer?? Not a bow or anything like that?? (They do at least get to be better with x-bows...see below) In my opinion, a +1 difference isn't something to complain about, especially if that +1 difference isn't part of an at-will power.
*Steady Shooter (feat, page 206)--get +3 to damage with an x-bow if you don't move for a round. Great except...the prerequisite is Con 15+. WTF?? In 3.5, the Concentration skill was based on Constitution. Did you disagree with that too? I suppose you can house rule Con 15+ or Wis 15+.
*Ettins ..these are speed 6 like most creatures but thanks to their second head giving them Dual Actions, get two move actions a round. A second head, apparently, lets you run twice as fast. Sigh. Fair enough.
*Being on fire: a number of powers (e.g. fire archons) deal continuing fire damage, save ends. The character keeps fighting while ON FIRE, and it either goes out or it doesn't. There's no combat option that lets you reroll a failed save -its up the GM to houserule if you can roll around on the ground. Probably not, since it takes a L16 ranger power to reroll a save. From Heal Skill (First Aid) on page 185: "Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn." I guess you need someone to help you put the flames out. Perhaps house rule a -5 or -10 penalty when giving yourself first aid this way.
*LG deities seem to be allowed to have LG and Unaligned clerics, but not Good clerics. I'm very unhappy with the alignments. It's the only thing I've house ruled so far. Paladins must be lawful good. Paladins and clerics must match alignment exactly. Worshippers must be within 1 step.
*Hurl Through Hell (Warlock 29).--a fiery pit appears under your foe, he falls in, goes to hell for a round, and gets 7d10 damage. The weird thing here is,if he doesn't go to hell, he still gets half damage! A little creativity can straighten this out. The planar rift open and disgorges hellfire onto your enemy.
Excellent original post.
If you're playing Dungeons & Dragons and having fun, then you're playing it correctly.
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5 years ago ::
Jun 16, 2008 - 10:42AM
#29
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Date Joined:
Jul 20, 2004
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Fair enough. It should probably be +6 bonus to all defenses against close attacks only. Minor caveat: 'Close attack' is now a game term that doesn't quite mean what you probably intend.
That said, Mirror Image does look a bit funny right now...as well as not particularly powerful sitting right next to Blur (+2 to all defenses for the encounter). I suppose you could have each image give +2 to both AC and Reflex -- not Fortitude or Will, though, unless somebody can suggest a good reason --, with one disappearing each time an attack that targeted one of those two defenses misses. (As it stands right now, if you manage to avoid an attack vs. Will, which the spell doesn't even impede in the slightest? Poof goes one image...)
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5 years ago ::
Jun 16, 2008 - 2:06PM
#30
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Minor caveat: 'Close attack' is now a game term that doesn't quite mean what you probably intend.
That said, Mirror Image does look a bit funny right now...as well as not particularly powerful sitting right next to Blur (+2 to all defenses for the encounter). I suppose you could have each image give +2 to both AC and Reflex -- not Fortitude or Will, though, unless somebody can suggest a good reason --, with one disappearing each time an attack that targeted one of those two defenses misses. (As it stands right now, if you manage to avoid an attack vs. Will, which the spell doesn't even impede in the slightest? Poof goes one image...) Your minor caveat was absolutely correct. I had spent too long writing up the rest of my post, so I goofed there. I think you offered a very good alternative.
If you're playing Dungeons & Dragons and having fun, then you're playing it correctly.
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