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Sticky: Rules you didn't realize
2 years ago  ::  Nov 02, 2011 - 3:02PM #1321
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,820

Nov 2, 2011 -- 2:51PM, Hephalumph wrote:


Same with Essentials; with the exception that if you try to play a pre-essentials 4.0 game, and use online tools, you are screwed - you can't opt to have the original version of the many updated powers...though many outdated feats are still available (and wouldn't be outdated without essentials material overriding/overpowering them)...




So, you're saying there's been a new edition every 2-3 months since 2008, since that's how often rules updates that have been integrated into the tools have come out and you've never been able to pull up a previous version?

(Most of the "more powerful" Feats and things exist because the earlier version were considered too weak or not interesting enough.  But the originals were left intact, for people who liked them, so that there would be *fewer* updates that changed things on existing character sheets.  You're damning in both directions, here:  It's a "new edition" because new things exist that are better than old things, and it's a "new edition" because old things have been updated to work the way they were always supposed to, but didn't in practice.  Pick one?)

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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2 years ago  ::  Nov 02, 2011 - 3:23PM #1322
Hephalumph
Date Joined: Oct 6, 2011
Posts: 420
No, I am saying Essentials as a whole has revised a huge number of the core rules and the functionality of the system, as well as the aim and direction of the system, and it itself is a new version. There are a number of books that have been released under this new system, and some 'stealth updates' which followed to fix the old edition to be more compatible.

new things existing doesn't make a new edition, nor does fixing old things. Changing the intent of the system itself, and adjusting old things to that intent, as well as introducing new things - THAT makes a new edition.

If you want to debate this in length, PM me and I will be happy to... but this is derailing this thread.
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1 year ago  ::  Jan 11, 2012 - 2:14PM #1323
RisingZan
Date Joined: Aug 20, 2003
Posts: 685

Nov 2, 2011 -- 3:23PM, Hephalumph wrote:

No, I am saying Essentials as a whole has revised a huge number of the core rules and the functionality of the system, as well as the aim and direction of the system, and it itself is a new version. There are a number of books that have been released under this new system, and some 'stealth updates' which followed to fix the old edition to be more compatible.

new things existing doesn't make a new edition, nor does fixing old things. Changing the intent of the system itself, and adjusting old things to that intent, as well as introducing new things - THAT makes a new edition.

If you want to debate this in length, PM me and I will be happy to... but this is derailing this thread.


The biggest problem with Essentials in the Rules Compendium is that any rules changes made in those books were not considered errata of the earlier rules, so they are not included in Errata documents for the original books.  If you don't have the newest books, you don't have the most up to date version of the rules and can't necessarily access them anywhere else even with DDI.
   For example, the online compendium has not been updated for Delay a Turn with the update that you can now delay while dazed.

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1 year ago  ::  Jan 13, 2012 - 2:46AM #1324
onegermanbeerglass
Date Joined: Nov 23, 2008
Posts: 78
Here's one I was shocked to discover.

Everything has at least 1 healing surge.  So monsters can take a second wind.

When GMing, I only use this when the PCs start to take down bigger enemies too fast.
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1 year ago  ::  Jan 13, 2012 - 2:48AM #1325
Novacat
Date Joined: Mar 29, 2005
Posts: 8,733

Jan 13, 2012 -- 2:46AM, onegermanbeerglass wrote:

Here's one I was shocked to discover.

Everything has at least 1 healing surge.  So monsters can take a second wind.

When GMing, I only use this when the PCs start to take down bigger enemies too fast.



Actually, that's not 100% acurrate. Having a healing surge is not the same as being able to take a Second Wind. Monsters and NPCs can't use Second Wind unless they have an ability that explicitly allows them to do so.

Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
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1 year ago  ::  Jan 13, 2012 - 2:52AM #1326
onegermanbeerglass
Date Joined: Nov 23, 2008
Posts: 78
oh yes, and if an Interrupt prevents an action from being completed (for example, knocking someone prone who is using a Move action, or removing the target of an attack from range of the attack), not only is the action prevented, but that action is also lost.

For example, if an melee attack is made and you interrupt teleport away, the attacker loses their standard action.

If an interrupt knocks a mover prone before they even get to move, they lose their move action.
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1 year ago  ::  Jan 13, 2012 - 2:56AM #1327
onegermanbeerglass
Date Joined: Nov 23, 2008
Posts: 78

Jan 13, 2012 -- 2:48AM, Novacat wrote:

Jan 13, 2012 -- 2:46AM, onegermanbeerglass wrote:

Here's one I was shocked to discover.

Everything has at least 1 healing surge.  So monsters can take a second wind.

When GMing, I only use this when the PCs start to take down bigger enemies too fast.



Actually, that's not 100% acurrate. Having a healing surge is not the same as being able to take a Second Wind. Monsters and NPCs can't use Second Wind unless they have an ability that explicitly allows them to do so.




I stand corrected.  Page 258 of the Rules Compendium for anyone who wants to read up.  1 Surge per Tier, but still needs to have a power that allows them to use it.

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1 year ago  ::  Jan 13, 2012 - 6:31PM #1328
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,242
As a DM, you can always add a class template to a monster which gives them Second Wind.  They still only have one healing surge, though.
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1 year ago  ::  Jan 13, 2012 - 6:33PM #1329
Rpetiger
Date Joined: Nov 26, 2009
Posts: 774
#10

There are still full round actions, of a sort. This however is exclusively to the monk class (Full dicipline), which chooses one power, and makes use of it both for movement and for standard actions. A monk can't choose to use the move aspect of one power, and use another power for attack 

#55

A fighters Combat Challenge CAN interrupt a shift from an enemy, if that fighter also has Combat Superiority.


Though, something I want to know...


You can't stand up if your prone and immobilized. (True/False)
RPGtable username : RTiger
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1 year ago  ::  Jan 13, 2012 - 7:01PM #1330
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,242

Jan 13, 2012 -- 6:33PM, Rpetiger wrote:

#10

There are still full round actions, of a sort. This however is exclusively to the monk class (Full dicipline), which chooses one power, and makes use of it both for movement and for standard actions. A monk can't choose to use the move aspect of one power, and use another power for attack 




Not the same thing.  Close, but no cigar.  The Monk doesn't have to use the movement portion of the Full Discipline power if he chooses not to.  He can take a normal move action during a turn that he makes an attack with a Full Discipline power. 

#55

A fighters Combat Challenge CAN interrupt a shift from an enemy, if that fighter also has Combat Superiority.




It will interrupt the shift but will not stop the shift.  Combat Challenge does not stop movement.  And since Shifting doesn't normally provoke opportunity attacks, the Fighter is only able to damage the monster.  Now, if the fighter has a power which can prone the target and can use that power as a melee basic attack for immediate interrupts, *that* would cause the monster to stop if the Fighter hits the monster, since the monster would be knocked prone *before* it shifted out of its square. 

Though, something I want to know...


You can't stand up if your prone and immobilized. (True/False)




False.  Immobilize says that you cannot leave your square willingly.  Standing up is not leaving your square.

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