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9 months ago ::
Oct 16, 2012 - 9:02AM
#4271
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Date Joined:
Sep 30, 2012
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Awesome, thanks!
Also could you clarify what/where a characters savings throws are?
In 4E, saving throws as you know them from previous editions are gone. Instead, you make attack rolls against defenses that are not Armor Class (Non Armor class Defenses, or NAD). Where the enemy previously would roll a Reflex save, you now roll an attack against their Reflex defense. This was a design decision to increase transparency and to keep the players active during their turn.
Saving throws in 4E are now a measure of duration. When an effect says "(save ends)", it means that you roll a d20 at the end of your turn for every (save ends) effect from which you currently suffer. If you roll a 10 or higher, the effect ends, if you roll 9 or lower, the effect persists to the end of your next turn. Some elements will impose a bonus or penalty to saves, i.e.; an effect that give a +2 bonus to a saving throw means you only need to roll an 8 or higher to end the effect.
Gotcha. Nifty. Sounds like the newer version flows better and limits confusion and constant monitoring.
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9 months ago ::
Oct 16, 2012 - 12:25PM
#4272
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Date Joined:
Nov 30, 2010
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It also means that spells can now do criticals on D&D =D
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9 months ago ::
Oct 17, 2012 - 11:33AM
#4273
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Date Joined:
Sep 30, 2012
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I'm a 1st time DM and my group is playing 4e for the first time. We only have 3 PC's and then myself. So I was thinking of creating a PC/NPC for myself. Not a character who goes on every adventure, or one which I allow to be the shining star in a battle, but one which contributes and offers knowledge and advice to the PC's. Maybe someone the group can call upon if in need of help. A supporting character if you will. Is this a good idea and manageable??
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9 months ago ::
Oct 17, 2012 - 4:03PM
#4274
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I've noticed something weird in the PHB2 feats list. The bonuses for Epic Fortitude, Reflex and Will aren't listed as feat bonuses. I checked the errata, but there was none for those feats.
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9 months ago ::
Oct 17, 2012 - 4:54PM
#4275
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Date Joined:
Nov 30, 2010
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yep, it's intentional.
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9 months ago ::
Oct 17, 2012 - 5:43PM
#4276
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Date Joined:
Apr 16, 2009
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I'm a 1st time DM and my group is playing 4e for the first time. We only have 3 PC's and then myself. So I was thinking of creating a PC/NPC for myself. Not a character who goes on every adventure, or one which I allow to be the shining star in a battle, but one which contributes and offers knowledge and advice to the PC's. Maybe someone the group can call upon if in need of help. A supporting character if you will. Is this a good idea and manageable??
It can be done, but it's very tricky.
Here are some guidelines:
* DO NOT use PC-building rules. Use the companion-character rules, or monster-building rules. * DO NOT build a striker. * DO NOT make him higher-level than the PCs. One level higher might possibly be okay. * DO NOT make him a know-it-all or highly influential with other NPCs. The ideal, pretty much, is a "lazy" build - one that never does much himself, but instead grants other PCs more opportunities and/or bonuses. * DO NOT make him a quest-giver. (Generally, try to avoid having quest-givers - they don't usually make sense. But sometimes they do.) * DO NOT build a character intended to serve the same role as one of the PCs. It's too easy to be seen as trying to show the player how it's supposed to be done. Even if that isn't actually happening or intended. * As much as feasible, turn decisions over what this character does over to the players. * DO NOT become attached to this character. There should be a strong expectation that he will eventually disappear into the background in some fashion - die, leave the area, become absorbed in something that does not involve the PCs... (he may reappear later - possibly as a villain...)
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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9 months ago ::
Oct 18, 2012 - 1:48PM
#4277
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Date Joined:
Sep 30, 2012
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My players want the ability to use their imagination and creativity in coming up with weapons/abilities/skills, etc...can this be done in 4e? I know whatever they want would have to fit the guidelines, but what exactly are those guidelines? How do I let them do that? Keep in mind, it would not be an all the time thing...it would be once in a while...just to have them develop a character that NO ONE else could ever develop...
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9 months ago ::
Oct 18, 2012 - 1:53PM
#4278
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My players want the ability to use their imagination and creativity in coming up with weapons/abilities/skills, etc...can this be done in 4e? I know whatever they want would have to fit the guidelines, but what exactly are those guidelines? How do I let them do that? Keep in mind, it would not be an all the time thing...it would be once in a while...just to have them develop a character that NO ONE else could ever develop...
DMG, page 42.
Another day, another three or four entries to my Ignore List.
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9 months ago ::
Oct 18, 2012 - 3:29PM
#4279
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Date Joined:
Sep 30, 2012
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Page 42 doesnt answer my question...im looking to customize and create my own weapons/abilities and wondered if its possible in 4e?
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9 months ago ::
Oct 18, 2012 - 5:54PM
#4280
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Page 42 doesnt answer my question...im looking to customize and create my own weapons/abilities and wondered if its possible in 4e?
Unless you are an expert in game design (and since you're asking this question to begin with, I assume you're not), the best bet is to pick something that already exists and simply describe it in a different way. I know this doesn't sound like "a character that NO ONE else could ever develop" but with the over 9000 powers in the game, it's pretty simple to pick something of similar level, adjust the fluff, change stuff to be appropriate for the new character (implement>weapon, change attack and damage stats). Creating your own items and powers is the quickest way to break the game.
The Homebrew forum can probably help you flesh things out better.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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