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3 years ago ::
Sep 18, 2010 - 9:18PM
#11
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Date Joined:
Jul 16, 2002
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I would be inclined to argue that the line "Requirement: You must be wielding a ranged weapon" these powers generally include (or "wielding a crossbow" for the rogue powers) is another example of specific beating general – you can't usually use that kind of power while wielding a ranged weapon, but because they specifically let you and in fact require you to, it's fine.
I noticed this too with the ranged weapons description and I wrote CS who said the same thing. Since it has a requirement it trumps general.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago ::
Sep 19, 2010 - 12:50AM
#12
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Date Joined:
Jul 31, 2007
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3. RC 214 Making Attacks
Step 6: if the attack power has more than one target, repeat steps 3 through 5 for each of them
This makes it seem like Area and Close attacks now require a damage roll for each target. This is not the case, however.
Rules Compendium, page 223: "When making area attacks or close attacks, which use a single damage roll, but a separate attack roll for each target, rolling damage first is helpful."
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3 years ago ::
Sep 19, 2010 - 1:04AM
#13
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Date Joined:
May 12, 2009
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Well Step #5 says deal damage. It doesn't necessarly mean rolling a new one if only a single one is generated for every attack roll made, like in the case of Bursts & Blasts. So you'll deal the established damage as the attack type tells you as i guess so. That's how i interpret it.
Yan Montréal, Canada
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3 years ago ::
Sep 20, 2010 - 7:26AM
#14
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Date Joined:
Feb 10, 2009
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Does Rules Compendium tell whether free actions trigger as interrupts or reactions? This is pretty crucial in many powers, but it has been left vague.
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3 years ago ::
Sep 20, 2010 - 8:59AM
#15
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Quoting the other thread on this RC changes:
"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)"
Whether it speaks explicitly to untriggered actions I don't know, don't have a copy yet.
"At a certain point, one simply has to accept that some folks will see what they want to see..." Dragon 387
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3 years ago ::
Sep 20, 2010 - 9:04AM
#16
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Does Rules Compendium tell whether free actions trigger as interrupts or reactions? This is pretty crucial in many powers, but it has been left vague.
Reaction, unless it needs to be an interupt to work (like elven accuract).
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago ::
Sep 20, 2010 - 9:46AM
#17
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Date Joined:
Jun 10, 2002
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Quoting the other thread on this RC changes:
"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)"
Whether it speaks explicitly to untriggered actions I don't know, don't have a copy yet.
Well that breaks about a million and a half triggered free action powers, since they won't work when used as an interrupt or a reaction. They need to resolve immediately following the trigger, not before the trigger or after the action is completed.
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3 years ago ::
Sep 20, 2010 - 9:47AM
#18
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Quoting the other thread on this RC changes:
"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)"
Whether it speaks explicitly to untriggered actions I don't know, don't have a copy yet.
Well that breaks about a million and a half triggered free action powers, since they won't work when used as an interrupt or a reaction. They need to resolve immediately following the trigger, not before it or after the action is completed.
Such as?
"At a certain point, one simply has to accept that some folks will see what they want to see..." Dragon 387
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3 years ago ::
Sep 20, 2010 - 10:05AM
#19
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5. RC 235 Conditions (Auto damage not halved anymore. MM or Rain of Steel anyone ?) Weakened : The creature deals half damage. Two kinds of damage that it deals are not affected, however: ongoing damage and damage that isn`t generated by a attack roll.
6. RC 210 Flying (Any Flying creatures can now make OA and Shift) Remaining In The Air: A creature does not need to take any particular action to remain aloft, the creature is assumed to be flying as it fights, moves or take other actions. Howerver a flying creature falls the instant it is stunned, unless it can hover. (See below)
16. RC 308 Glossary (Before hover allowed to remain in the air without moving and permitetd OA) Hover: if a creature can hover, it can remain in the air if it is stunned.
BTW, all of the above changes were made in the May 2010 update.
"At a certain point, one simply has to accept that some folks will see what they want to see..." Dragon 387
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3 years ago ::
Sep 20, 2010 - 10:07AM
#20
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Date Joined:
Jun 10, 2002
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Such as?
I almost got sarcastic, but maybe you haven't followed any of the timing debates. It'll affect any power that triggers on hit or damage that resolves immediate after that trigger. Also any free action that changes the result of a roll by having you reroll.
I'll start with level 2 utilities: All-encompasing nature Lore of Shom Deadly Knowledge Master of Deceit Studied Casting Arcane Mutterings Nose for Trouble Strategist's Epiphany (technically this one could be an interrupt) Arcane Transport (changes dramatically if it can't happen mid-your action) Arcane Insight Feather Fall
Utility 2 helped by the ruling Flash of Insight (no longer pushes the target away between hit and damage)
Level 6 Utilities: Combat Surge Boundless Energy Stealthy Escape Demoralize Foe (no longer works on enemies attack if you trigger an interrupt with damage for example) Fast Talk Haggle Hasty Retreat Faste's Chaos Dark One's Own Luck
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