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Sticky: Rules Q&A FAQ + ask a simple question
4 years ago  ::  Sep 11, 2009 - 5:53PM #71
bbrophy75
Date Joined: Jan 12, 2007
Posts: 1

Question:


Does a large or larger creature block line of sight if this line is otherwise blocked per the rules for line of sight?

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4 years ago  ::  Sep 11, 2009 - 6:47PM #72
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Sep 11, 2009 -- 3:11PM, Movanic wrote:

You move to the nearest square from which you can make a melee attack,



You move to the nearest square from which you can make the attack you are using at the end of the Charge.


Sep 11, 2009 -- 3:11PM, Movanic wrote:

but you can also move to the square "required by your attack". You must remember that you are wielding the reach weapon at the time.


And so I have to assume that you're of the option of "charge with an attack/power" i.e. your "attack range" is decided piror to the movement.



Well, yes.  Charge is a single action.  It contains move, move restrictions, and the attack.  But it's a single action, and you declare the move, the target square, and *what power you're going to use*, all at once.


Unless you have a power that says otherwise, that's the nearest square from which you can make a melee basic attack.

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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4 years ago  ::  Sep 11, 2009 - 7:52PM #73
Deth_Braedon
Date Joined: Mar 16, 2007
Posts: 166

I think I missed it in the thread.


 


Could someone please explicitly state which power is trying to be used with the charge?


 


Thanks,


 


Deth Braedon

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4 years ago  ::  Sep 11, 2009 - 7:56PM #74
drewswizard
Date Joined: Aug 2, 2009
Posts: 103

okay, say there's a warlock who's moved more than 3 squares during his turn, and gets concealment from shadow walk. Then he has an item that ends up granting him concealment again before his next turn. (blackshroud weapon, there are others like it) Do these abilities stack and give the warlock total concealment?

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4 years ago  ::  Sep 11, 2009 - 8:04PM #75
Deth_Braedon
Date Joined: Mar 16, 2007
Posts: 166

Sep 11, 2009 -- 7:56PM, drewswizard wrote:


okay, say there's a warlock who's moved more than 3 squares during his turn, and gets concealment from shadow walk. Then he has an item that ends up granting him concealment again before his next turn. (blackshroud weapon, there are others like it) Do these abilities stack and give the warlock total concealment?




No - he just has concealment twice (which is moot).


 


Deth Braedon

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4 years ago  ::  Sep 12, 2009 - 8:37AM #76
drewswizard
Date Joined: Aug 2, 2009
Posts: 103

so does that give him -4 to attacks made against him or just 2?


 

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4 years ago  ::  Sep 12, 2009 - 9:11AM #77
Slymeinatorr
Date Joined: Sep 11, 2009
Posts: 7

Hi, I'm new to D&D, only had the books since last Christmas (my folks thought I might be interested), and just managed to start up a group about three weeks ago. We play on a regular basis most of the time, at least once per week, and since I have the physical material I was nominated for the GM role. So far it's been okay, none of my players have any complaints, and we work together together to understand the rules and game.


But I have some quick questions outside of the group and books I'd like some clarification for, make sure I'm doing things right:


1) What exactly is the difference between Strength vs AC, and something that reads 1d4 + Strength modifier. Does this mean the base modifier for your STR value? Say you have 14, your base is then (+2), but if you were Level 2 your Strength modifier would be STR 14(+2) + One-Half Level (+1), equaling a (+3) modifier over all? So whenever something asks for just STR, it's your base value - and if something asks for the modifier, its the base value plus any relevant integers?


2) I'm unsure of how many actions a PC/Monster can take in a single turn. This is how I think it works, please correct me if I'm wrong:


Standard(1)/Move(1)/Minor(1)


Then, if you wanted, you could do the following:


(3)Minor/No other actions, (2)Minor/(1)Move or (1)Standard


(2)Move/No other actions


I am unsure, and this is a key issue to the game, so please help correct me.


3) How exactly do Critical Hits work? I was in an argument with a Player that a natural 20 doesn't always give you max damage, only if that attack can actually hit the relevant defense, otherwise it simply acts as an autohit? Also, how do you apply extra damage from High Crit and magic weapon properties? So far I've just been making Players roll for magic crit properties, and making them roll an extra [W] roll for their weapons? Unless I'm supposed to max out all possible damage from all modifiers?


 


- Thanks for now, that's the only thing pressing I have on mind at the moment, I have another match tomorrow, and I hope to continue to improve as time goes along.

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4 years ago  ::  Sep 12, 2009 - 9:23AM #78
Suoitidure
Date Joined: Jan 24, 2009
Posts: 3,652

Sep 12, 2009 -- 9:11AM, Slymeinatorr wrote:


1) What exactly is the difference between Strength vs AC, and something that reads 1d4 + Strength modifier. Does this mean the base modifier for your STR value? Say you have 14, your base is then (+2), but if you were Level 2 your Strength modifier would be STR 14(+2) + One-Half Level (+1), equaling a (+3) modifier over all? So whenever something asks for just STR, it's your base value - and if something asks for the modifier, its the base value plus any relevant integers?



Welcome to 4th editiion!


You actually have it backwards... Strength vs AC means Str mod + 1/2 level + other mods.


Str mod is just Strength -10 divided by 2 (rounded down).


Sep 12, 2009 -- 9:11AM, Slymeinatorr wrote:

2) I'm unsure of how many actions a PC/Monster can take in a single turn. This is how I think it works, please correct me if I'm wrong:


Standard(1)/Move(1)/Minor(1)


Then, if you wanted, you could do the following:


(3)Minor/No other actions, (2)Minor/(1)Move or (1)Standard


(2)Move/No other actions


I am unsure, and this is a key issue to the game, so please help correct me.



Almost exactly right... only the (2) move would also have 1 minor.


Basically a character has the three main actions on one turn, Standard, Move, and Minor.


You can use these three or trade down to use a different action... Standard>Move>Minor.


Str mod is just Strength -10 divided by 2 (rounded down).


Sep 12, 2009 -- 9:11AM, Slymeinatorr wrote:


3) How exactly do Critical Hits work? I was in an argument with a Player that a natural 20 doesn't always give you max damage, only if that attack can actually hit the relevant defense, otherwise it simply acts as an autohit? Also, how do you apply extra damage from High Crit and magic weapon properties? So far I've just been making Players roll for magic crit properties, and making them roll an extra [W] roll for their weapons? Unless I'm supposed to max out all possible damage from all modifiers?



That's right... but generally speaking players will always be fighting monsters with low enough defenses that a 20+mods will hit.


You are playing crits correctly... here is an easy way to remember what you roll and what you maximize on a crit:


Any damage dice that you would roll whether you crit or not is maximized (this includes the damage from the attack power, striker damage like Sneak Attack or Hunter's Quarry, extra dice from other sources that do not depend on a crit).


Any damage dice you get because you crit get rolled. This would be the crit dice from magic items, high crit weapons, and various other dice that trigger from a crit.

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4 years ago  ::  Sep 12, 2009 - 10:14AM #79
Slymeinatorr
Date Joined: Sep 11, 2009
Posts: 7

Thanks for the quick and accurate reply!

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4 years ago  ::  Sep 12, 2009 - 8:45PM #80
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Sep 12, 2009 -- 8:37AM, drewswizard wrote:

so does that give him -4 to attacks made against him or just 2?



As the person you're responding to said:  "he just has concealment twice (which is moot)."


"Concealment" is something you have, or you don't.  You can't have it twice.

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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