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Switch to Forum Live View More Subtel Rule Changes from the RC
3 years ago  ::  Oct 13, 2010 - 2:52PM #281
Fox_Lee
Date Joined: Feb 1, 2003
Posts: 21
Not trying to be rude, but are these rules exerpts cut-and-pasted from the official document? If so, somebody at Wizards needs to work on their apostrophes...
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GameBriefcase - homebrew, variants, fixes, hacks, and further geekery
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3 years ago  ::  Oct 13, 2010 - 3:00PM #282
FitzNighteyes
Date Joined: Jun 10, 2002
Posts: 8,989

They would have been retyped in by hand.

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3 years ago  ::  Oct 14, 2010 - 10:11AM #283
Dark_Lambo
Date Joined: Aug 22, 2005
Posts: 3,757

Oct 13, 2010 -- 11:55AM, FitzNighteyes wrote:


Interrupt ; +4 to AC/Reflex until end of next turn.

And it's HotFL not RC.



Ah, so the Rules Compendium doesn't cover powers, eh? I wouldn't know, I don't have a copy.

It looks like the Red Box version of Shield doesn't match the HotFL version then.

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3 years ago  ::  Oct 14, 2010 - 10:19AM #284
mellored
Date Joined: Jul 8, 2008
Posts: 19,442

Oct 14, 2010 -- 10:11AM, Dark_Lambo wrote:

Ah, so the Rules Compendium doesn't cover powers, eh? I wouldn't know, I don't have a copy.


The RC just has the "rules" (how to read powers, skills, how to roll dice, what reistances do, ect), not the "components" (classes, powers, feats, fluff, ect..).

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my builds Show

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  ::  Oct 14, 2010 - 8:15PM #285
logopolis
  • Dragon Slayer
Date Joined: Jul 22, 2008
Posts: 1,924

Oct 13, 2010 -- 1:12PM, Jay_Ibero_911 wrote:

It looks like they changed the flying rules again. Now being knocked prone while flying just causes you to fall. No more descending safely a number of squares equal to speed, just fall and take damage. So flying is MUCH more dangerous now.


That is not the case.  Flying creatures still take less falling damage (RC, page 209).

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3 years ago  ::  Oct 20, 2010 - 7:23PM #286
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,233

Oct 14, 2010 -- 8:15PM, logopolis wrote:

Oct 13, 2010 -- 1:12PM, Jay_Ibero_911 wrote:

It looks like they changed the flying rules again. Now being knocked prone while flying just causes you to fall. No more descending safely a number of squares equal to speed, just fall and take damage. So flying is MUCH more dangerous now.


That is not the case.  Flying creatures still take less falling damage (RC, page 209).




Ah, they hid it away in the falling section instead of including it in with the flying rules...

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