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7 months ago ::
Nov 30, 2012 - 1:04AM
#11
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Date Joined:
Nov 30, 2010
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Interviews, Chats ... (click his name it will bring you to the source)
I am sure Legends & Lore and D&D Next Q&As columns have mentions too i just didn't look there.
IIRC a L&L has him discussing possible maneuvers available to everyone in such module too.
He haven't mentioned those in a long time...i fear is no longer on the R&D list to do...
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7 months ago ::
Nov 30, 2012 - 5:36AM
#12
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Date Joined:
Dec 11, 2006
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My players have wanted to charge as well, it's a funny line behind do you say "you cannot yet there are no rules" or just make some up?
I opted to allow distance+half and a +1 attack, in turn for advantage to anyone that opted to AoO the charger as they ran past.
Browncoats Unite...
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7 months ago ::
Nov 30, 2012 - 9:15AM
#13
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Date Joined:
Jan 20, 2005
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Action, must move at least 10 feet up to your full movement speed. A single melee basic attack. I don't think it needs extra bonuses or anything. You are basically combining hustle and attack.
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7 months ago ::
Nov 30, 2012 - 9:19AM
#14
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Date Joined:
Feb 22, 2012
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That explains how I missed it. I haven't read/listened to every q&a and so forth. (Since I've been on my phone I had no idea the name was links)
Anyway thanks for clearing me up.
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7 months ago ::
Nov 30, 2012 - 9:22AM
#15
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Date Joined:
Feb 22, 2012
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TheGreatStreetguru how many players do you have?
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7 months ago ::
Nov 30, 2012 - 9:38AM
#16
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Charge will be overpowered in 5 since basic attacks are full power. Not that it needs to cost alot, but you still should pay for mobility. Thus, it should be a manuver. Charge: When you take a hustle (horrible name  ) action, you can spend an expertise dice to make a melee attack.
guides
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my builds
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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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7 months ago ::
Nov 30, 2012 - 9:56AM
#17
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Date Joined:
Feb 22, 2012
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One of the major problems with encounter building right now is that monsters aren't all that great and have problems. A lot of people have been adding +2 to monsters to hit.
My suggestion is that your average 1st level monster should have +2 or +3 to hit. This gives them a good chance to hit anyone who is not a heavily armored fighter. The damage they do should stay in the d4 or d6 range. A d8 on a first level monster is deadly for PCs at first level since most PCs are going to have a d6/d8 for hit dice.
The elite guys can have a +4. Anything higher and you are heading to auto-hit anyone who isn't a fighter.
Aattention to how many fighters you have in your party should be taken into account. The more fighters the more you can throw at the party. Know what spells the wizard can cast. This can influence the tide of battle.
Now you need to think about how many encounters you want in a given day. The more encounters the weaker each individual one needs to be.
As a general rule you can typically have Number of PCs X 2 monsters if the spell casters don't have any area spells. Once you go over double opponents you run the risk of killing the party due to too many attacks even if they are weaker monsters.
One of the problems with encounters right now is that monsters miss a lot but if they do hit they will bring a party down. This of course is made worse when the monsters win initiative they have more chances to hit.
If the monsters are doing low to hit and a d4 you can have more of them. Higher to hit and a d6 you can have less. The trick is finding the balance with your party. One thing you can do is take the average damage of a monster and round up. This can give you an indication of how many rounds your party is expected to survive. Also pay attention to what if you do max damage. Now anticipate how long it will take the party to kill the monster. The longer it takes the less max. damage you want the monster to be able to do.
So how do you go from all of my theoretical advice to actual encounters. Unfortunately the xp values are off right now.
What I recommend is to have an encounter. If it is too easy then you know you can go harder. If it is too hard then you need to cut back. You can continue to eye ball it from there.
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7 months ago ::
Nov 30, 2012 - 9:58AM
#18
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Date Joined:
Feb 22, 2012
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Charge can't be a maneuver because that means only the fighter and monk will be able to do it.
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7 months ago ::
Nov 30, 2012 - 10:04AM
#19
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Charge can't be a maneuver because that means only the fighter and monk will be able to do it.
What's wrong with that?
Most people shouldn't run with knives.
guides
Show
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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7 months ago ::
Nov 30, 2012 - 10:07AM
#20
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Date Joined:
Dec 11, 2006
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Charge can't be a maneuver because that means only the fighter and monk will be able to do it.
I'd agree it should be a standard action, much like disengage. Anyone can use it if they want. Furious charge across the battle field with less regard to personal safety.
Browncoats Unite...
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