The Gelatinous Cube bends faster than expected towards Wil, and suddenly he finds himself floating in a green-tinted world. After being dumbfounded for a few seconds, Wil starts to feel his skin burn all over. He fights to free himself.
Arcana +10, History +10, Endurance +8, Insight +7, Athletics +6, Religion +5, Acrobatics +2, Dungeoneering +2, Heal +2, Nature +2, Perception +2, Stealth +2, Thievery +2, Bluff +0, Diplomacy +0, Intimidate +0, Streetwise +0 Adventurer's Scion: Wil can reroll a monster knowledge check but must take the result of the second roll.
Minor Action, Close burst 2 Target One creature in burst Effect Wil marks the target. The target remains marked until he uses this power against another target. If he marks other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If the marked target makes an attack that doesn’t include Wil as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of Wil, he can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by 7.
Standard Action, Longsword +10 vs. AC Target One creature Hit 1d8+5 damage, and if the target is adjacent to Wil at the start of his next turn and moves away during that turn, it takes 1d6+2 thunder damage. Critical +1d6 damage
Standard Action, Longsword, Ranged 3 +7 vs. Fortitude Target One creature Hit 1d6+5 lightning damage, and Wil pulls the target to the nearest unoccupied space adjacent to him. Critical +1d6 damage Special If Wil cannot pull the target to an adjacent square, this power fails and deals no damage.
Free Action Effect Wil can use this power when making a Strength attack, Strength check or Strength-based skill check. He may use his Intelligence, Wisdom or Charisma modifier in place of his Strength modifier to determine the result of the roll.
Minor Action, Close burst 3 Target: Wil and one of his allies in the burst or two allies in the burst. Effect: Each target teleports into the other's space. Both targets must occupy the same size space, or the power fails.
Immediate Interupt, Ranged 10 +7 vs. Will Trigger: An enemy hits one of Wil's allies with a melee attack. Target: The triggering enemy Hit: Wil teleports the target 5 squares. The target then makes its melee attack against a creature Wil chooses. This attack deals an extra 2 damage on a hit. If no creatures are within range of the target, the attack is expended.
Minor Action, Burst 10 Target One enemy in burst Effect The target receives the Mark of the Raven Queen until the end of the encounter. During Wil's turn, one damage die against that target may be rerolled; if part of an area or close attack with multiple targets, this reroll only affects damage to the target with the mark of the Raven Queen. []Raven Queen's Shroud JauntShow
Minor Action Effect Wil teleports adjacent to the target bearing the mark of the Raven Queen.
Standard Action, Personal Effect Wil spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of his next turn.
Standard Action, Longsword, Close burst 1 +10 vs. AC Target Each enemy in burst Hit 1d8+5 damage, and the target is marked until the end of Wil's next turn. Until the mark ends, if the target makes an attack that does not include Wil as a target, it takes 4 force damage after the attack is resolved. Additionally, if a target marked by this power hits a creature within 10 squares of Wil with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2. Critical +1d6 damage
Free Action, Personal Trigger: Wil succeeds on a monster knowledge check against a monster that he can see or hear. Effect: If Wil's check result meets or exceeds the hard DC for the monster's level, he gains a +4 power bonus to all defenses against the monster's attacks until the end of his next turn. Additionally, until the end of his next turn, he gains a +4 power bonus to damage rolls against the target, but not when he deals damage that the target resists. If Wil's check result does not meet or exceed the hard DC, his attacks against the target deal only half damage until the end of his next turn.
Standard Action, Longsword, Close Burst 2 +7 vs. Will Target Each enemy in burst Hit 1d8+5 psychic damage, and the target cannot make opportunity attacks or shift (save ends). Critical +1d6 damage Miss Half damage, and until the end of Wil's next turn, the target cannot make opportunity attacks or shift.
The corruption corpse stands back up, and sends a mote of necrotic energies back at Nefertiti, engulfing the drow with it's sickly black light. Splug tries to disrupt its attack with his spear, fighting the stench of the corpse in order to do so, but to no avail.
Corruption Corpse 2: Move: Stand Standard: Mote of Corruption @ Nefertiti (draws OA from Splug) • Splug's OA: 12 vs AC misses • Corpse's Mote: 20 vs Reflex hits for 11 necrotic damage & Weakened (save ends).
• Illumination: At least one of you have sunrods lit, so no real issue. • Ceiling: 10 foot high • Sarcophagi: Standing within a sarcophagus grants partial cover.
(20) Corruption Corpse (Medium natural animate, undead, artillery): ?
(22)Gelatinous Cube (Large natural beast, blind ooze, elite brute): Immune to blind & gaze attacks; Resists 5 acid; Ooze (trait) lets it squeeze without penalty; Translucent makes it nearly impossible to detect once hidden; Smash hits with an immobilizing acid attack; Engulf allows it to swallow as many as two medium-sized (or smaller) "meals."
Other Stuff: • Bravura Presence – When you spend an AP for an attack, declare before the attack roll if you're using this feature (Antsy, LOS). If you hit, you get a free Basic Attack or Move. If you miss, you grant CA until eont. • Shield the Fallen - Bloodied and/or Helpless allies adjacent to Armalia get +2 to saves and to all defenses. • Rune of Protection (when active) - Adjacent to Flint, get Resist 2 All. • Rune of Destruction (when active) - Get +1 to attack when attacking enemy adjacent to Flint. • Word of Exchange - Next attack (hit or mis) against Cube (other than Flint) gets 4 THP & 4 Extra Damage (Flint, eont).
Despair Deck: Antsy: Covetous - Enemies adjacent to you & an ally grant CA to you (next extended rest). Armalia: Wrathful - Grant CA to adjacent enemies Flint: Mistrustful - Gains +1 bonus to attacks & all defenses when adjacent to an ally (next extended rest). Nefertiti: Clumsy - Reroll a natural 1 on an attack roll (1/encounter, next extended rest). Riardon: Reckless - May use 2nd Wind with a Minor Action (next extended rest). Splug: Haunted - -4 to all defenses vs charm/fear Wil: Quarrelsome - Adjacent allies get +2(p) to all defenses (next extended rest).
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Armalia's wrath increase a hundredfold when she sees the creature spewing at Nef. She moves over to it and swings the great axe wide before sending it crashing towards the corpse.
Encounter Powers [X] Action Point [_] Second Wind [_] Dwarven Resilience [_] Minor Resurgence [_] Power Strike
[_] Power Strike
HP: HS: AC: Fort: Ref: Will:
Base 50 13 21 18 13 12
Current 33 18
Temp: 0 hp Surge:12 hp Init: +2 Speed: 5
Resist: none Saves: +5 against poison MBA: +10 vs. AC, 1d12+9 Stances: * Berserker's Charge: +2 Power bonus to both speed & attack when charging * Poised Assault: +1 Power bonus to attack
Splug may have missed with the spear thrust when the corpse ignored him to attack the dark elf, but the goblin dealt it a solid blow with the butt of his spear as he was bringing it back into guard position. The iron-shod endcap made a very satisfying ringing noise upon crashing into the corpse's skull.
Spear: (Standard) +8 vs AC, 1d8+2 dmg Javelin: (Standard) Range 10/20, +8 vs AC, 1d6+2 dmg Mobile Ranged Attack: (Standard) Move half speed. Before, during or after, make a Javelin attack. No Opportunity Action is provoked from the target of this attack by either the move or the attack.
UTILITIES: Striker Bonus: (Null) Once per round, if attacking with Combat Advantage, does 1d6 extra damage. Goblin Tactics: (Imm. Reaction) Trigger: Missed by a melee attack; Effect: Shift 1
Nefertiti staggers as the necrotic energy washes over her body and she finds herself with her back against the cool, stone wall, feeling nauseus. She rights herself and looks to the cube holding Will. "Sorry cutie," she mutters as a small cluster of fiery spiders burst forth from the ground and swarm over it.
So, if I roll an odd number, I get a saving throw. It didn't happen this time, but if I had passed that saving throw, would it mean I would overcome the weakness before the damage roll? Or is it still at the end of the turn, but a second chance to pass?
Standard Action: Explosive Pyre vs. Gelatinous Cube -Attack:(1d20+7=22) vs. Reflex; makes a saving throw Saving Throw (Chaos Power): 1d20=1 -Damage:2d8+8=20 fire damage
Standard Action * Arcane, Implement, Psychic One creature (Ranged 10); +7 vs. Will 1d10+8 psychic plus 1d6 against enemies at maximum hit points; make a secondary attack if the attack roll is even. -Secondary Attack -One creature (Ranged 5 of the last target hit by this power); +6 vs. Will -1d6+1 psychic damage; if the roll is even, repeat this attack until it is not even or until all enemies have been hit.
Standard Action * Arcane, Fire, Implement One creature (Ranged 10); +7 vs. Reflex 2d8+8 fire damage plus 1d6 against enemies at maximum hit points; until my SONT, any enemy that moves adjacent to the target takes 1d6 fire damage.
Standard Action * Arcane, Implement, Lightning, Thunder One creature (Ranged 10); +7 vs. Reflex 2d10+4 lightning damage, and each creature adjacent to to the target takes 4 thunder damage.
Standard Action * Arcane Close burst 10 (Nefertiti and one ally) Each target moves a number of squares equal to their speed +2. Each target can fly during this movement but falls if they do not land by the end of the movement.
Standard Action * Arcane, Implement, Varies One creature (Ranged 10); +7 vs. Reflex 3d10+8 fire damage plus 1d6 against enemies at maximum hit points; roll a d6: 1 – Bright Yellow Bat: Radiant damage, target dazed (SE). 2 – Flaming Red Bat: Fire damage, each adjacent creature takes 3 fire damage. 3 – Reeking Green Bat: Poison damage; ongoing 5 poison damage (SE). 4 – Shocking Turquoise Bat: Lightning damae; slide the target 3 squares. 5 – Frozen Blue Bat: Cold damage; target immobilized (SE). 6 – Sinister Violet Bat: Psychic damage; target takes a -2 to AC (SE). Miss: 1d10 damage. Random effect as above.
Next up: Antsy, Riardon, Wil (dazed), & Flint; the rest may go after — but only after — those 4.
Splug's spear drops the second corpse, leaving only the gelatinous cube as an enemy in the room. It quickly squeezes past Flint into the corner, and then reaches out with two large tendrils; Antsy's aversion to the gel helps him to easily avoid it. Flint feels the slimy acid envelop him, but it fails to take hold, leaving him standing where he was.
Nefertiti: Hit for 10 damage. Your Saving Throw from Chaos Burst would be at the time of the first Attack Roll, making it before the Damage Roll. So if you'd saved, you would have been "full strength" on the damage. On the other hand, you only made the one Saving Throw, and left out the second Saving Throw at the End of Turn phase. Save vs Weakened: 15, passes.
Gelatinous Cube: Move: Squeeze into (X,4) & Shift to (Y,4), pulling Wil along with it. Free: Unsqueeze into (Y-Z,3-4) Standard: Engulf @ Antsy & Flint — rolls here • Antsy: 10 vs Reflex misses • Flint: 15 vs Reflex misses (Flint's base Reflex is 14. UnMistrustful gives him +1 for 15. Since Wil, by rule, shares the same space as the Cube, Flint is adjacent to him too, so Wil's UnQuarrelsome gives Flint an additional +2 to all defenses, making the target # a 17, and thus a Miss.)
• Illumination: At least one of you have sunrods lit, so no real issue. • Ceiling: 10 foot high • Sarcophagi: Standing within a sarcophagus grants partial cover.
(20) Corruption Corpse (Medium natural animate, undead, artillery): ?
(22)Gelatinous Cube (Large natural beast, blind ooze, elite brute): Immune to blind & gaze attacks; Resists 5 acid; Ooze (trait) lets it squeeze without penalty; Translucent makes it nearly impossible to detect once hidden; Smash hits with an immobilizing acid attack; Engulf allows it to swallow as many as two medium-sized (or smaller) "meals."
Other Stuff: • Bravura Presence – When you spend an AP for an attack, declare before the attack roll if you're using this feature (Antsy, LOS). If you hit, you get a free Basic Attack or Move. If you miss, you grant CA until eont. • Shield the Fallen - Bloodied and/or Helpless allies adjacent to Armalia get +2 to saves and to all defenses. • Rune of Protection (when active) - Adjacent to Flint, get Resist 2 All. • Rune of Destruction (when active) - Get +1 to attack when attacking enemy adjacent to Flint. • Word of Exchange - Next attack (hit or mis) against Cube (other than Flint) gets 4 THP & 4 Extra Damage (Flint, eont).
Despair Deck: Antsy: Covetous - Enemies adjacent to you & an ally grant CA to you (next extended rest). Armalia: Wrathful - Grant CA to adjacent enemies Flint: Mistrustful - Gains +1 bonus to attacks & all defenses when adjacent to an ally (next extended rest). Nefertiti: Clumsy - Reroll a natural 1 on an attack roll (1/encounter, next extended rest). Riardon: Reckless - May use 2nd Wind with a Minor Action (next extended rest). Splug: Haunted - -4 to all defenses vs charm/fear Wil: Quarrelsome - Adjacent allies get +2 to all defenses (next extended rest).
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Seeing the cube come closer, Riardon fires off two missles of magic into it's gelatenous form. "Hold on Wil," he calls to his engulfed companion as he moves away from the cube.
AC: 15 Fort: 12 Reflex: 15 Will: 18 HP: 31/31 Bloodied Value: 15 Healing Surges Used: 1/7 Surge Value: 7 Initiative Modifier: +1 Status: * Wizard's Fury is active - Until the end of the encounter, as a minor action once per turn, you can cast magic missile * May Use 2nd Wind as a Minor Action (next extended rest). Other Relevant Information: Action Points Used: 3/3
[] Second Wind [] Suggestion [] Fey Step [] Charm of Misplaced Wrath [] Blissful Ignorance [] Argent Rain [X] Wizard's Fury [] Instant Friendship [] Power Jewel
The sting of the acid grows more and more painful. Wil finds he cannot keep his eyes open and wishes he could close his nose as well. He pushes himself to fight harder against his amorphous foe.
Arcana +10, History +10, Endurance +8, Insight +7, Athletics +6, Religion +5, Acrobatics +2, Dungeoneering +2, Heal +2, Nature +2, Perception +2, Stealth +2, Thievery +2, Bluff +0, Diplomacy +0, Intimidate +0, Streetwise +0 Adventurer's Scion: Wil can reroll a monster knowledge check but must take the result of the second roll.
Minor Action, Close burst 2 Target One creature in burst Effect Wil marks the target. The target remains marked until he uses this power against another target. If he marks other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If the marked target makes an attack that doesn’t include Wil as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of Wil, he can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by 7.
Standard Action, Longsword +10 vs. AC Target One creature Hit 1d8+5 damage, and if the target is adjacent to Wil at the start of his next turn and moves away during that turn, it takes 1d6+2 thunder damage. Critical +1d6 damage
Standard Action, Longsword, Ranged 3 +7 vs. Fortitude Target One creature Hit 1d6+5 lightning damage, and Wil pulls the target to the nearest unoccupied space adjacent to him. Critical +1d6 damage Special If Wil cannot pull the target to an adjacent square, this power fails and deals no damage.
Free Action Effect Wil can use this power when making a Strength attack, Strength check or Strength-based skill check. He may use his Intelligence, Wisdom or Charisma modifier in place of his Strength modifier to determine the result of the roll.
Minor Action, Close burst 3 Target: Wil and one of his allies in the burst or two allies in the burst. Effect: Each target teleports into the other's space. Both targets must occupy the same size space, or the power fails.
Immediate Interupt, Ranged 10 +7 vs. Will Trigger: An enemy hits one of Wil's allies with a melee attack. Target: The triggering enemy Hit: Wil teleports the target 5 squares. The target then makes its melee attack against a creature Wil chooses. This attack deals an extra 2 damage on a hit. If no creatures are within range of the target, the attack is expended.
Minor Action, Burst 10 Target One enemy in burst Effect The target receives the Mark of the Raven Queen until the end of the encounter. During Wil's turn, one damage die against that target may be rerolled; if part of an area or close attack with multiple targets, this reroll only affects damage to the target with the mark of the Raven Queen. []Raven Queen's Shroud JauntShow
Minor Action Effect Wil teleports adjacent to the target bearing the mark of the Raven Queen.
Standard Action, Personal Effect Wil spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of his next turn.
Standard Action, Longsword, Close burst 1 +10 vs. AC Target Each enemy in burst Hit 1d8+5 damage, and the target is marked until the end of Wil's next turn. Until the mark ends, if the target makes an attack that does not include Wil as a target, it takes 4 force damage after the attack is resolved. Additionally, if a target marked by this power hits a creature within 10 squares of Wil with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2. Critical +1d6 damage
Free Action, Personal Trigger: Wil succeeds on a monster knowledge check against a monster that he can see or hear. Effect: If Wil's check result meets or exceeds the hard DC for the monster's level, he gains a +4 power bonus to all defenses against the monster's attacks until the end of his next turn. Additionally, until the end of his next turn, he gains a +4 power bonus to damage rolls against the target, but not when he deals damage that the target resists. If Wil's check result does not meet or exceed the hard DC, his attacks against the target deal only half damage until the end of his next turn.
Standard Action, Longsword, Close Burst 2 +7 vs. Will Target Each enemy in burst Hit 1d8+5 psychic damage, and the target cannot make opportunity attacks or shift (save ends). Critical +1d6 damage Miss Half damage, and until the end of Wil's next turn, the target cannot make opportunity attacks or shift.
Nef's attack should have done 4 (halved to 2) more damage and she gets 4 THP from Flint's previous attack.
With the numbers clearly in their favor, Antsy is anxious to press the advantage while they have it. "No holding back! Take this thing out." The warlord is busy directing traffic, dodging the cube's attempts to eat him. A bit of ichor drips down his back causing a burning sensation that soons dissipates, taking all the earlier itching with it. He feels like he can stretch again. "Ha HA! Now you've done it!" The warlord laughs in relief. He feels a little less guilty about Wil, if the cube were made from such restoring compounds. MechanicsShow
Antsy wants to use Rub Some Dirt On It to give him 7 THP, and Wolf Pack Tactics to let him shift away from the cube. Antsy will use his move to shift to get next to Wil if needed to use Rub Some Dirt On It. The order of the actions don't matter to him. If the shift is not needed to reach Wil, shift to block off the route to Riardon (shift to Y,2)
Standard Action Melee weapon Target: One creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally's basic attack damage + 2 (int modifier)
Standard Action Melee weapon Target: One creature Attack: +10 vs AC Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Hit: 1d8+5 (+1d6 vs targets at maximum hit points)
Standard Action Ranged 5 Target: One ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Minor Action Close burst 5 Target: You or one ally in burst Special: You can use this power twice per encounter, but only once per round. Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Immediate Reaction Personal Trigger: An enemy hits you Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
No Action Melee 1 Target: The triggering enemy Trigger: You hit an enemy adjacent to you with an attack. Effect: The target takes 4 extra damage from the triggereing attack and is knocked prone.
Standard Action Melee or Ranged Weapon Attack: +10 vs AC (longsword), +8 vs AC (javelin) Hit: 2d8+5 (longsword)/ 2d6+4 (javelin) damage and the target grants combat advantage to your allies until the end of your next turn. Effect: Any ally that hits the target with an attack gained from an action point before the end of your next turn deals 5 extra damage to the target.
Standard Action Melee weapon (Reliable) Target: One creature Attack: +10 vs AC Hit: 2d8+5 (+1d6 vs targets at maximum hit points). As a free action, one ally you can see can make a basic attack against the target with a +2 power bonus to the attack roll.
No Action Close burst 3 Target: You or one ally in burst Trigger: You roll initiative Effect: The target shifts half his or her speed
If something adjacent to Antsy attacks him and hits, he will use [ ]Vengence Is MineShow
Trigger: An enemy hits you Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action. Antsy's Melee Basic AttackShow
Standard Action Melee weapon Target: One creature Attack: +10 vs AC Hit: 1d8+5 (+1d6 vs targets at maximum hit points)
Standard: Word of Exchange vs Cube Rune: Destruction (all allies get +1 to atk vs cube) Atk: (1d20+9+1+2=20 vs AC (includes CA and +1 from un-quarrelsome, un-covetous) Hit: (1d10+5+2+4=21) dmg (includes +2 from shifting, +4 from defiant word - being missed), and the next ally to attack cube does 4 extra dmg and gains 4 THP.
Minor: Guardian's Defense Effect: Me and Will gain +2 power bonus to all def and cannot grant CA UENT, stacks with all current bonuses.
If an ally within 2 is hit by an attack by an adj attacker, Flint will swap places with that ally, take the attack as an interrupt instead, and perform an MBA (base +9, 1d10+5)