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Switch to Forum Live View Interesting items from Rules Compendium
3 years ago  ::  Sep 10, 2010 - 6:14PM #1
Melos
Date Joined: Nov 7, 2005
Posts: 1,444
Here are some things I found interesting in the Rules Compendium.

1. Penalties from the same named game element do not add together. (p. 29)  The PHB rule for this used to only apply to penalties from powers.

2. There are 2 types of powers, attack and utility.  If the type is not specified and the power has an attack roll or deals damage, it is an attack power. Otherwise it is a utility power.  (p. 89/90)

3. When swapping powers, you must keep at least one power from your class of each particular type .  The types for this are at-will attack, encounter attack, daily attack, utility.  (p. 90)

4. When a non-adventurer power (such as an item power) does not list a level, it is the same level as the game element it comes from. (p. 93)

5. Non-adventurer powers often lack a target line, their target information is part of another entry. (p. 95).  This seems to indicate that creatures affected by these powers count as targets, even though there is not a target line in the power.

6. The size of a close power also counts as its range. (p. 103) Clears up questions about moveable close bursts.

7. If you target an ally with a power that targets allies only, the ally can ignore the power.  If you target an ally with a power that targets creatures, they cannot ignore the power.  Ally is defined as a companion of the power's user.  Enemy is defined as an opponent of the power's user. (p. 106)

8. The "sack of rats" rule applies to any effects that occur upon hitting, missing, or otherwise affecting a target. (p. 108)  It used to only apply to effects that happened upon hitting the target.

9. When creating a wall, the vertical squares count against the limit.  A wall 8 is only 8 squares total, the vertical squares count against the total number.  (p. 110)

10. The Rattling keyword no longer requires you to attack.  It says that you just have to deal damage with the Rattling power to give the -2 penalty.  (p. 119)

11. At-will stances do not end at the end of the encounter.  (p. 120)

12. Monster knowledge works off the new easy/moderate/hard DCs rather than being a fixed value for each tier. (p. 129)

13. Immediate reactions do not have to wait until the triggering power is completely resolved.  If you are targeted by a multi-attack power, you can react to the first attack, which might invalidate the second attack. (p. 196)

14. Triggered actions that are not immediate or opportunity actions work like immediate reactions, unless they need to be an interrupt in order to function. (p. 197)  Previously, the PHB FAQ only said that they did not work as interrupts, not that they did work as reactions.

15. The creature whose turn it is chooses the order of start and end of turn effects.  (p. 197/199)

16. A creature's space is 3d and cubic in shape (p. 200)

17. Creatures in the same square are considered adjacent (p. 201)

18. When forced off an edge or into hindering terrain, the forced movement ends after the saving throw is resolved.  (p. 213).  This was not clear in the old rules, and some thought you could continue with forced movement after resolving the saving throw.

19. Opportunity Attack, Bull Rush, and Grab are now attack powers. Opportunity Attack wins the award for longest trigger.  "Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you." (p. 215,246) 

20. Aid another now only applies to skill and ability checks.  To aid someone on defense or attack, there are separate actions called Aid Defense and Aid Attack. (p. 237/328)  I guess this might break some things that refer to aid another and attack rolls.

21. Administering a potion to a non-helpless willing ally is a standard action.  (p. 244)

22. The rules indicate that you can jump off a mount to dismount. (p. 253)






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3 years ago  ::  Sep 10, 2010 - 6:25PM #2
Jim11735
Date Joined: Jun 1, 2009
Posts: 1,512

12. Did they change what you learn from Monster Knowledge checks?

15. Not sure I understand what your saying, can you elaborate?

19. More powers mean less options for druids in Beast Form, hopefully they will have a fix in November.

20.  Is Aiding still a static DC 10?

Thanks for posting!

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3 years ago  ::  Sep 10, 2010 - 6:58PM #3
Popesixtus
Date Joined: Jul 1, 2008
Posts: 367
Yeah, this is a nice little list. Thanks!
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3 years ago  ::  Sep 10, 2010 - 7:30PM #4
jaelis
Date Joined: Apr 12, 2004
Posts: 2,984
They've cleared up a lot of things, it seems like.  Nicely compiled.
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3 years ago  ::  Sep 10, 2010 - 10:33PM #5
bgibbons
Date Joined: Aug 22, 2007
Posts: 1,674
Here are a few things I found interesting:

* The distance you clear vertically on a long jump has changed.  Old rule was that you cleared a number of feet equal to 1/4 * number of feet you actually jumped horizontally.  New rule is that you clear a number of feet (assuming a result of 10+) equal to 2 + the number of squares you could have jumped over with your Athletics check.  (RC, p. 140)

* Actual rules for combining movement modes (e.g., walking and then flying): a creature can move a total number of squares equal to the highest movement mode, with each mode indicating the maximum they can move in that mode (RC, p. 204).

* Falling does not provoke opportunity actions (RC, p. 209).

* Being unable to take opportunity actions no longer prevents you from flanking (RC, p. 218) or ends a Grab (RC, p. 243).

* You can now Delay while dazed (RC, p. 242; compare with PH, p. 288).

* You can ready an action for a creature ending their movement (which is something I would have been emphatic yesterday was against the rules), not just for when they move to a particular location (RC, p. 247).
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3 years ago  ::  Sep 11, 2010 - 12:25AM #6
FitzNighteyes
Date Joined: Jun 10, 2002
Posts: 8,989
Man, lost a line by line response.

Some of these were already rules (either in the original books or updates).  Others are new, some good and some bad.  I'll start enough response.
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3 years ago  ::  Sep 11, 2010 - 1:04AM #7
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Sep 10, 2010 -- 6:14PM, Melos wrote:

Here are some things I found interesting in the Rules Compendium.

2. There are 2 types of powers, attack and utility.  If the type is not specified and the power has an attack roll or deals damage, it is an attack power. Otherwise it is a utility power.  (p. 89/90)


Wow, were Druids that overpowered? They lose the ability to use non-attack racial powers in beastform. (They can't use attack, utility, or feat powers without the Beastform keyword. Now anything that isn't an attack power is a utility power, and thus not usable unless it has that keyword.)

9. When creating a wall, the vertical squares count against the limit.  A wall 8 is only 8 squares total, the vertical squares count against the total number.  (p. 110)


That means if an enemy creates a wall at its maximum length, I can basically ignore it. I'd need a roll of 1 on an Athletics or Acrobatics check to jump over or onto it. This is at level 4. Hopefully they are enlarging Wall spells to deal with this little issue.

19. Opportunity Attack, Bull Rush, and Grab are now attack powers. Opportunity Attack wins the award for longest trigger.  "Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you." (p. 215,246) 


And they lack the Beastform keyword. See comment on item 2.

"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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3 years ago  ::  Sep 11, 2010 - 1:08AM #8
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Sep 10, 2010 -- 6:25PM, Jim11735 wrote:

20.  Is Aiding still a static DC 10?


As of the July update, no. It's 10 plus half the level of the character you are aiding. Thus, assuming you add no training or other bonuses to the relevant skill, it remains a constant die roll as the two of you level up.

"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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3 years ago  ::  Sep 11, 2010 - 2:03AM #9
FitzNighteyes
Date Joined: Jun 10, 2002
Posts: 8,989
Already existed in the rules:
2 (technically, there area 4+ types, attack, utility, feat and class), 7 (allies were already able to ignore powers targeting them), 9 (clarification, board concensus agreed with this), 13, 15 (I think),

Already addressed in updates:
1, 20

New or slightly modified rules:
3 (used to be just hybrids), 4 (pointless/meaningles rule), 5 (bad rule, targets were previously targets), 6 (major change to powers such as Consecrated Ground), 8 (bad, now leaders that have effects that help allies require enemies if they target them),  12 (maybe good or bad, needs more info), 14 (bad rule, breaks many triggered free actions), 16 (good rule), 17 (good rule), 18 (bad rule, failed save should allow continues forced movement), 19 (good rule)

No comment:
10, 11, 21, 22
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3 years ago  ::  Sep 11, 2010 - 4:35PM #10
jaelis
Date Joined: Apr 12, 2004
Posts: 2,984
Can someone share if they updated the line of sight rules at all?
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