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5 years ago ::
Jun 08, 2008 - 11:02AM
#41
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Date Joined:
Dec 24, 2002
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Things I like: * The new magic system with at will, per encounter and daily powers * The freedom of ritual casting * Better first level characters * Minion rules * Mechanically flavoured monsters that work * Multiclassing seems interesting
Things I hate: * how they gimped the intelligence stat. It is stictly worse than dex in all cases if you dont use it as a primary stat for your class (wich is the only the wizard now). It does nothing for your skills and even extra languages... * Daily abilities for martial characters (no martial powers should be limited to once a day IMO) * Gimping the Greatsword (its bigger than a bastard sword for a reason) * Changing of the flavor of some staple D&D tropes like alignment, outsiders and the * Ripping out full attack * nerfing twoweaponfighting to rangers only
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5 years ago ::
Jun 08, 2008 - 11:03AM
#42
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Date Joined:
Mar 20, 2001
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I was going to address all the inaccuracies, but I don't have time. So I'll just point out one thing for now.
Their teleport can only be used once per encounter, and it requires a move action. If they can't move (chained to a wall, bound, etc.), they can't use the power. This is an interesting interpreation, and one i dont disagree with, and one i would probably house rule as well. However it is a house rule.
Why?
- Teleportation specifically says that unless specifically stated otherwise, it has certain rules. One being line of sight, another being that being imbolized doesnt stop you from teleporting. So the question is does the requirement of a move action? No. Because a move action is more than just moving. If i am bound, do I get a move action? Yes. I can try to escape from those binds, and that is a move action. Because it doesnt say it is part of a move, it is easily arguable that being imobilized via bounds, tied to a wall, etc, does not prevent an aldarin from teleporting.
Also the original poster is correct, from a story perspective even if you were correct (which i dont agree with), that would mean you would have to constantly keep someone tied up so they couldnt move to jail them. It would be vert difficult to do thatbecause lets be honest, not all jail sells are going to have chains to a wall. I imagine Eldarin would be watched VERY closely.
Also its arguable from an eldarin's standpoint to argue that because it doesnt require a move, but a move action, that once per encounter it means an AUTOMATIC success in escapign a grab or escaping ones bonds, as teleportation says that if you were imbolized physically, that is ended when the teleport is over.
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5 years ago ::
Jun 08, 2008 - 11:05AM
#43
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Teleport requires Line of Sight / Line of Effect I believe.
Just shut him in a windowless cell and bind his eyes.
As for the rest... sorry but some stuff you say make it seem like you're a horrible DM... "Tieflings! Burn him!" That crap was discussed ad nauseum. How about thinking a bit and realize Tieflings are not uber-rare in the assumed setting?
For the rest... much BS in my opinion and I won't discuss it, because you ain't gotta change your opinion anyway...
And friggin hell post in one of the ten-thousand other threads with exactly the same theme "4E is not old D&D, its EEEEEEEEEEEEEEEEEVILLLLLLLLLLLLLLLLLL!"
You guys begin to REALLY clutter up the forum.
If you have questions about 4th Edition - don't hesitate to ask me via PMs. Join the Community Monster Manual Group and help to collect a mass of monsters which will make your life as DM easier, and your life as Player pure hell!  I am a cartographer. You can find some of my maps in my profile, free for non-commercial use. Also, if you happen to like maps or make them yourselves, join into the Cartographers Group!
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5 years ago ::
Jun 08, 2008 - 11:06AM
#44
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Date Joined:
Jul 30, 2006
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What are you talking about? They don't have to actually move. If you chain them to a wall they are quite capable of teleporting 25 feet. And if you noticed, I said every few minutes. After teleporting they can simply rest a few minutes before doing it again. Check it again. It takes a move action to use. Check p. 38 for the details of Fey Step, and p. 267 for the details of Move Action. And an encounter can take considerably longer than a few minutes, especially if it concerns escaping from something. It is rather problematic to take time to rest when you are being hunted, especially being as 25 feet will often have you still in the sight of whatever is after you.
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5 years ago ::
Jun 08, 2008 - 11:10AM
#45
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- Favourite Non-Member Member
Date Joined:
Mar 31, 2002
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If you're taking 10 and you have a +6 to the ability in question, that's a total of 16 as compared to the person with a +5 whose total would be 15. You'd notice exactly as much more than the other person as any other time you rolled the same number pre-modifiers.
Also, as I recall while you're in a dying state you have to make saving throws and if you fail three of them you die regardless of HP.
At least I have my proper avatar now, I guess. But man is this cloud dark.
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5 years ago ::
Jun 08, 2008 - 11:12AM
#46
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Date Joined:
Aug 17, 2007
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Teleport requires Line of Sight / Line of Effect I believe.
Just shut him in a windowless cell and bind his eyes.
As for the rest... sorry but some stuff you say make it seem like you're a horrible DM... "Tieflings! Burn him!" That crap was discussed ad nauseum. How about thinking a bit and realize Tieflings are not uber-rare in the assumed setting?
For the rest... much BS in my opinion and I won't discuss it, because you ain't gotta change your opinion anyway...
And friggin hell post in one of the ten-thousand other threads with exactly the same theme "4E is not old D&D, its EEEEEEEEEEEEEEEEEVILLLLLLLLLLLLLLLLLL!"
You guys begin to REALLY clutter up the forum. That's funny, becomes virtually everyone who's ever been in one of my games considers me to be a very good dm.
As for your complaint about the number of reviews, what do you expect the weekend after the game is released? Stop crying.
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5 years ago ::
Jun 08, 2008 - 11:17AM
#47
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Date Joined:
May 20, 2007
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Well, I thought of some other things
Like:
Finally balanced easier to homebrew stuff now warlock in core
Dislike:
Implied setting and fluff treating PCs and NPCs differently Epic Destiny
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5 years ago ::
Jun 08, 2008 - 11:19AM
#48
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Date Joined:
Aug 17, 2007
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Check it again. It takes a move action to use. Check p. 38 for the details of Fey Step, and p. 267 for the details of Move Action. And an encounter can take considerably longer than a few minutes, especially if it concerns escaping from something. It is rather problematic to take time to rest when you are being hunted, especially being as 25 feet will often have you still in the sight of whatever is after you. Perhaps you should read pg 286
Immobilized: Being immobilized doesn’t prevent you from teleporting. If you were immobilized because of a physical effect, such as a creature grabbing you, you can teleport away and are no longer immobilized or restrained, if applicable. If you were immobilized because of an effect on your mind or body, teleporting does not end that effect; you’re still immobilized when you reach your destination.
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5 years ago ::
Jun 08, 2008 - 11:24AM
#49
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boggler65:
Technically, the streamlined skillset frees you to put as many nonusable skills in your background as you want. As long as it never matters, the ruleset doesn't really care. That can be said of any ruleset.
The point is, sometimes it does matter. Sometimes the Fey Queen says, "Dance for my pleasure! My nymphs will judge." Sometimes you need to forge official documents and it would really help if your wizard is an expert calligrapher and took a top medal for penmanship. Sometimes you have to know how to play an instrument to open the secret door. If a pipe organ in the BBEGs lair isn't rigged up as some form of combination lock, he's an idiot.
Why should a roleplaying player give up an entire Trained skill that could have been useful in a skill challenge to flesh out his character in a manner that's never really going to come up in a timely or critical challenge? What that is is a mechanical penalty for roleplaying. It's also called a failure of DMing. If you're going to keep hammering on the same skillset, those are the ones players are expected to take. Which is why instead of having every BBEG have every knowledge check solved by being steeped in arcane lore or religious catechism, instead let there be ones who are opera buffs or history geeks. How many troops did the great goblin general Raihenlood have at the Battle of Woodruff Creek anyway?
Well, what if the roleplayer wants his character to suck? Don't worry about that. I'm sure a lot of DMs are quite willing to rule in voluntary sucktitude. You might even get some kind of compensation for it. The compensation is being able to shine in one situation while being dull in others. Not everyone should have to be combat monkeys. Combat is not the whole point of the game.
There's a part in the 3e PHB that deals with this kind of ad-hoc class modification. Is this somehow not applicable in 4e? Players new to the game, buying their first copy of the rules, shouldn't have to search used bookstores or pay for online sites to find rules that should have been in the game they purchased.
Which is not to say that you can't make stuff up. People played completely successful campaigns in 1st ed. without having any rules for skills. But that was also something missing.
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5 years ago ::
Jun 08, 2008 - 11:25AM
#50
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Date Joined:
Aug 17, 2007
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If you're taking 10 and you have a +6 to the ability in question, that's a total of 16 as compared to the person with a +5 whose total would be 15. You'd notice exactly as much more than the other person as any other time you rolled the same number pre-modifiers.
Also, as I recall while you're in a dying state you have to make saving throws and if you fail three of them you die regardless of HP. The point is that if I'm with a friend who has better eyesight than I do, that doesn't mean it's impossible (or even unlikely) for me to notice something he doesn't. With passive perception, that is the case.
As for the dying state, you are correct. I misread. You do indeed die if you fail your roll 3 times, which to me moves the dying rules to a neutral. It would be pro if it wasn't so hard to die from a single blow.
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