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Locked: [4e] Dark Sun: Thirsty Yet? — Chapter 2: A Veiled Threat
1 year ago  ::  Apr 06, 2012 - 11:52AM #241
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Up Next: Kormak, Emi, Zakim, Yuriel

Abruptly, the elemental vanishes from sight.  The stench of brimstone as the fire spirit snuffs out is supplemented by the harsh smell of acid.  Looking up, you notice that large, armored, green-eyed insects approach from all directions.  Their feet click against the rocky terrain as they close around you.

Mechanics Show

Inits checked, PCs placed on map.  Someone forgot to place Gribble; he's in (H,5).

First to go: Kank Soldiers

Kank Soldier 1: starts at (I-J,1-2)
Move: Walk to (G-H,2-3)
Standard: Bite @ Yuriel — 28 vs AC hits for 8 hp damage, and Yuriel is Grabbed.

Kank Soldier 2: starts at (I-J,7-8)
Standard: Bite @ Emi — 12 vs AC misses

Kank Soldier 3: starts at (A-B,4-5)
Move: Walk to (D-E,5-6)
Standard: Bite @ Kormak — 20 vs AC misses.
Kormak may choose to activate Battle Resilience at this time.

Map Show




Map Key:
Illumination: Bright, of course
Boulders: Elevation 2, Athletics DC 10 to Climb.
Petrified Trees: Occupy corners, not spaces.  Can be used for cover from Ranged Attacks (not Melee, Close, or Area).

Knowledge about Enemies Show

(20) Kank Soldier (large natural beast, mount, soldier): ?

(20) Kank Spitter (small natural beast, artillery): Resists 5 acid & 5 poison; Bite (standard) does a little damage and some acid damage as well; Kank Spit (standard) does a little damage and slows (or immobilizes) and causes ongoing acid damage.

Status Show

23 Kank Soldier 1 (G-H,2-3) {??} Status: Grabbing(Y); Used:
23 Kank Soldier 2 (I-J,7-8) {??} Status: ; Used:
23 Kank Soldier 3 (A-B,4-5) {??} Status: ; Used:
19
Kormak
(F,4) {44/44}
Status: ; Used: 3/13 Surges, 1/1 AP, 0/2 SD, 0/2 PP, Living Fortress
17 Emi (H,6) {33/33} Status: ; Used: 5/12 Surges, 0/1 AP, 0/2 SD, 0/2 Healing Word
14 Zakim (G,6) {29/29} Status: Ignore Resist 5 Necrotic, Resist 5 Necrotic; Used: 3/7 Surges, 1/1 AP, 0/3 SD
14 Yuriel (H,4) {22/30} Status: Grabbed(So1); Used: 0/7 Surges, 0/1 AP, 0/5 SD, 0/2 Inspiring Word
8 Kank Spitter 1 (C,1) {??} Status: ; Used:
8 Kank Spitter 2 (B,8) {??} Status: ; Used:
5
Visim
(G,5) {26/26} Status: ; Used: 4/7 Surges, 0/1 AP, 0/3 SD, Sleep

Other Stuff:
Gribble (H,5) {16/16} Status: ; Used:


Check for errors.


Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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1 year ago  ::  Apr 06, 2012 - 5:31PM #242
Brys
Date Joined: Jan 10, 2008
Posts: 4,539
"Dax!"  Kormak cries in panic as the kank pincers grab the form behind him.  He remembers that the person at his back was not his friend of battle.  The two seem to have the same penchant for trouble though.  He snaps his mouth shut with a clack of chomping teeth and he quickly wedges his shield under one of the pincers.  He jabs his sword at the tender feelers at the base of the pincers and the kank opens them back up and backs off in pain.

"Didn't anyone teach you manners?  No chewing with your mouth full!"  He knows the kank doesn't understand the words, but the tone of voice carries its own threat.
Mechanics Show

OOC: Kormak will trigger the power the first time he is hit with an attack.  (Subject to change based on pending ooc discussion)

Minor: Psionic Vigor - gain 5 THP

Standard: Bull's Strength vs soldier 1: 23 vs AC; 11 damage and pushed to G-H,1-2 (breaks grab of Yuriel if creature's reach is less than 1)
13(1d20) +10 = 23; 6(1d8) +5 = 11

Move->Minor: Battlemind's Demand marking soldier 1

Combat Statblock Show

AC: 21 Fort: 15 Reflex: 14 Will: 17
HP: 44/44
Healing Surges Remaining: 10/13 (11)
Init +1, Speed: 6 while not bloodied (Mercurial Mind); 5 while bloodied
Power Points Remaining: 2/2
Status:
Action Points: 0/1.5 [ ]
Other combat related info:
Master at Arms Feat: +1 to attack rolls of weapon attacks.  Also, you can use a minor action to sheathe a weapon and then draw a weapon.
Cast Iron Stomach (Dwarf Racial Feature): +5 to saves against poison effects.
At-will Attacks Show

Melee Basic Attack Show

Standard Action  Melee weapon (Longsword)
Target: One creature
Attack:  +7 vs AC
Hit: 1d8+2

Ranged Basic Attack Show

Standard Action  Ranged weapon (Dagger)
Target: One creature
Attack: +7 vs AC
Hit: 1d4+2

Battlemind's Demand (Minor Action) Show

Close Burst 3
Effect:  You mark the target until you use this power again or until the end of the encounter.

Blurred Step (Free Action) Show

Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square
Special: You can use this power only once per turn.

Mind Spike (Immediate Reaction) Show
Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Iron Fist Show
+10 vs AC
Hit:1d8+5 damage
Effect: Until the end of your next turn, you gain resistance to all damage equal to 4.

Bull's Strength Show
+10 vs AC
Hit:1d8+5 damage and you push the target 1 square


Augment 1 Show

Iron Fist Show
+10 vs AC
Hit:1d8+5 damage
Effect: Until the end of your next turn, you gain fire resistance equal to 9.

Bull's Strength Show
+10 vs AC
Special: Your melee reach increases by 1 for this attack
Hit:1d8+5 damage and you push the target 1 square

Battlemind's Demand (Minor Action) Show

Close Burst 3
Effect:  You mark up to two targets until you use this power again or until the end of the encounter.


Augment 2 Show

Iron Fist Show
+10 vs AC
Hit:2d8+5 damage
Effect: Until the end of your next turn, you gain resistance to all damage equal to 4.

Bull's Strength Show
+10 vs AC
Close Blast 3
Target: Each enemy you can see in the blast
Hit:1d8+5 damage and you push the target 1 square


Encounter Powers Show

[ ]Dwarven Resilience Show
You use your second wind as a minor action.

[ ]Battle Resilience (Free Action) Show

Trigger: An attack hits or misses you for the first time during an encounter.
Effect: Until the end of your next turn, you gain resistance to all damage equal to 7

[X]Psionic Vigor Show

Minor Action  Personal
Effect: You gain 5 temporary hit points.

[ ]Disrupting Advance Show
+10 vs AC
Hit: 2d8+5 damage and you push the target 2 squares.  The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.

[ ]Mercurial Mind (Free Action) Show

Trigger: You hit an enemy with an unaugmented at-will attack power.
Effect: You shift 2 squares once the attack is resolved.


Daily Powers Show

[X]Living Fortress Show
+10 vs AC
Hit: 3d8+5 damage
Miss: Half damage
Effect: Until the end of the encounter, you and allies adjacent to you have cover.  As a minor action, you can end this effect to gain resist 5 to all damage until the start of your next turn.



Triggered Actions Show

If the marked target is adjacent and shifts, Kormak will shift 1 to stay adjacent.
If the marked target is adjacent and deals damage to an ally with an attack that does not include Kormak, he will use Mind Spike (Immediate Reaction) Show
Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Kormak is hit or missed for the first time in the encounter, triggers Battle Resilience (Free Action) Show

Trigger: An attack hits or misses you for the first time during an encounter.
Effect: Until the end of your next turn, you gain resistance to all damage equal to 7.
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1 year ago  ::  Apr 06, 2012 - 10:18PM #243
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
Trigger: if Zakim is hit by an attack Show
Use Second Chance to make attacker reroll and use second roll

Zakim focuses his mental energy an lets out a scream as the air around him in a radius of several yards distorts with raw power. The two insect soldiers nearby are pushed way back from melee. Nakir then runs to climb of one of the boudlers and gain better visibility of the area. Still shaken by the outpour of energy, though, his legs give under him and he barely catches himself against the warm surface of the rock.

Mechanics Show
OOC: Coordinates for soldier 3 are not updated in the status block.
OOC: It was the first time I used InvisibleCastle for multiple rolls and rolled 2x3 dice like an idiot, so I rerolled properly only 3 dice.


Minor: Wilder's Armor
to gain +2 to all Def UEONT and if I crit BEONT Zakim gains 9 THP

Standard: Bedeviling Burst
vs Will
Close Burst 3, target 1 or 2 creatures (Soldier 2 & 3)
+6 vs Will, 1d10+9
Push target 4 squares
Even roll = slide instead of push
Bedeviling Burst vs Soldier 2 and Soldier 3 (1d20+6=24, 1d20+6=23, 1d10+9=19)
Even roll: +1AC UEONT
19 damage on both creatures
slide soldier 2 to [-A-A;3-4]
slide soldier 3 to [M-N;11-12] off map (sorry)

Move:
F6,E5, Athletics roll to climb to D4: Athletics (1d10+1=6)Fail and stop movement in E5, Doh!

Combat Block Show
HP: 29/29
THP: 0

AC: 20 19 17
Fort/Ref/Will: 15/18/20 13/16/18
Surges: 3/7
Surge Value: 7
Action Points: 0

Initiative:
+5
Passive Insight: 10
Passive Perception: 10

Conditions:
+2 to all Def TEONT
If he crits before EONT Zakim gains +9THP
+1 AC

Special:
- +2 AC against OAs
- +5 saving throw vs Fear
- Chaos Burst: 1st attack of your turn: even = +1 AC, odd = saving throw
- Wild Soul: +5 Resist Necrotic / Ignore up to 5 Resist Necrotic on targets (until next extended rest)
- Arcane Spellfury: If hits with a sorcerer at-will, gains +1 to hit the same target next round
- Unfettered Power: when using an arcane power:
     - 20 Roll: Slide target 1 square and knock it prone (after applying attack's other effects)
     - 1 Roll: Must push each creature within 5 square 1 square

Powers Show

AT WILL POWERS

MBA - Standard Show

Mace +4 vs AC, 1d8+1
Wrist Razor +5 vs AC, 1d4+1

RBA - Standard Show

Hand Crossbow +8 vs AC, 1d6+5

Chaos Bolt - Standard Show

Ranged 10, one creature
+6 vs Will, 1d10+9 psychic
Even roll = secondary attack within 5 squares (1d6+5 psychic)

Energy Strobe - Standard Show

Ranged 10, one creature
+6 vs Ref, 1d10+9 psychic
Roll 1d6 for damage type 1. Cold 2. Fire 3. Force 4. Lightning 5. Radiant 6. Thunder
Gain resist 5 vs that source

Far Hearing - Minor Show

Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.


ENCOUNTER POWERS

[X] Bedeviling Burst - Standard Show

Close Burst 3, 1 or 2 creatures
+6 vs Will, 1d10+9
Push target 4 squares
Even roll = slide instead of push

[ ] Psychic Surge - Standard Show

Range 10, one creature
+6 vs Ref, 1d8+5
My attacks on same target crit on 18-20 TEONT

[ ] Second Chance - Immediate Interrupt Show

Interrupt
Trigger: Hit by an attack
Attacker must reroll and use second roll

[X] Wilder's Armor - Minor Show

Add+2 to all Def TEONT
If a crit is scored before EONT, +9THP


DAILY POWERS

[ ] Chromatic Orb - Standard Show

Range 10, one creature
+6 vs Ref, 3d10+9
roll 1d6
1. radiant + dazed (save ends)
2. fire + each adjacent creature takes 4 fire damage
3. poison + 5 ongoing poison (save ends)
4. lightning + slide 4 squares
5. cold + immobilized (save ends)
6. psychic + -2 ATK (save ends)

[ ] Blessing of Blazing Fangs - Minor Show

The next time you hit with an attack before EONT, that attack deals an extra 1d12 fire damage.

Skills Show

Acrobatics: 7
Arcana: 6
Athletics: 1
Bluff: 5
Diplomacy: 5
Dungeoneering: 0
Endurance: 7
Heal: 0
History: 1
Insight: 0
Intimidate: 10
Nature: 7
Perception: 0
Religion: 1
Stealth: 5
Streetwise: 5
Thievery: 7
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1 year ago  ::  Apr 09, 2012 - 4:41PM #244
Rich_The_Mad
Date Joined: Aug 27, 2009
Posts: 3,029
Visim startles, reacting quickly to the kanks closing in on all sides.  Not caring enough to mask his arcane power from their new companion, his eyes flare with an other worldly blue light.  The Kank nearest him stumbles, before turning around and lumbering back beyond the rock faces it came from.  A lumbering blow and screeching come from the other side.

Survival first, then we'll worry about the delicate matter of addressing the issue.

Mechanics Show


Standard: Charm of Misplaced Wrath on Kank Soldier 3
Atk: (1d20+7=23) vs Will
Hit: Slide to (-A)-A:7-8 and MBA spitter with a +2 power bonus.  Dazed UENT.



In Effect Show


If hit, Kank soldier 3 is dazed, thus grants CA,  UENT


Interrupt Show


If Visim is hit by an attack vs AC or Reflex, he will use Shield as an interrupt to add +4 power bonus to that defense.  If I can wait until an attack will definately miss before doing so, I will, but I'm not worried if that's cheesing it too much


EDIT: Woops! Not my turn!
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1 year ago  ::  Apr 10, 2012 - 5:57AM #245
RgAgsThMch
Date Joined: May 4, 2007
Posts: 687
Yuriel's eyes widen as blasts of arcane power go off all around him.

They really were sorceror's!  But I don't feel my life being drained away like the elders said I would... Lets survive one thing at a time!

The weak spot is right in between these plates, here!

Yuriel draws his obsidian blade and deftly shifts his stance as he closes with the kank and thrusts at a joint between a shoulder plate and the neck.

Minor to draw sword, shift to H, 3, Standard to Intuitive Strike: 5(1d20) +8 = 13 vs. Will
Hit: 2(1d8) = 2 damage and if anyone has combat advantage vs. the target, they get an additional +2 to their attack rolls vs. it.

EDIT:  My strategy here is that everyone gains combat advantage vs. enemies adjacent to Gribble, so this is an easy bonus to accuracy with very little coordination.  This should help us hit this Soldiers high defenses (if I hit!).  I would have attacked the dazed kank, but I couldn't reach him! (thinks about switching to hide armor for the speed boost...)
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1 year ago  ::  Apr 11, 2012 - 6:16AM #246
The_Emissary
Date Joined: Oct 10, 2010
Posts: 318
06f40b85fd6763db20035c149fe2aec8.jpg?v=269400 
 

As the Kank soilder attacks Emi, Gribble runs up and takes a big crunchy bite out of his leg.
Mechanics Show

Gribble Movement: I6
*Faithful Pack Hound Aura 1: Enemies grant combat advantage while in the aura

Emi: Combined Attack: Scimitar +9 vs AC 1d8+5 (+2 to attack for CA) = 27vsAC, 10 dmg
(your animal companion can take a free action to move up to its speed and then use it's animal attack)

Gribble: Animal Attack: Melee 1, +7 vs AC 1d8+ Wis mod (5) + Con mod (4) damage  (+2 to attack for CA)= 11vsAC, 10 dmg
 
 
End of Turn:
Emi (H6) {33/33} Status: ; Used: 5/12 Surges, 0/1 AP, 0/2 SD, 0/2 Healing Word
Gribble (I6) {16/16} 

Technicly Emi has 9 SD because she had 7 on her before the pavilion...wait, did you say that part didn't happen? I'm confused now, but she had 7 of her own.
  
Combat Stat Block Show
 
Emi Frostfire - Primal Guardian
Female Half-Elf Druid of the Spring Lv. 2
Vitals: Medium, 5'7" tall, 125 lbs
Senses: 7 Insight, 10 Perception, Low-light vision
Languages: Common, Elven, Thri-Kreen
[_] Action Point
[ ] Second Wind


At Will Powers
[_] Tending Strike
[_] Mental Tools

Encounter Powers

[X] Combined Attack
[_][_]Healing Word
[_] Knack for Success
[_] Mark of Thunder
[_] Barkskin

Daily Powers

[_] Fires of Life
Gribble

HP:
16 (my bloodied value)
Initiative: 1
AC: 17 
Fort:
15
Ref: 15
Will: 15
Perception: 12
Speed:
8
*Low-light vision

Str:
14
Dex: 20
Wis: 14
Con 17
Int: 2
Cha: 6

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
33
12
16
16
11
15
RndX
33
 7

18
18
13
17

Temp: 0

Surge:8 hp
Init: +1
Speed: 5
Resist: 
Saves: 
MBA: +7 vs AC, 1d8+3
RBA:  +6 vs Ref, 1d4+1

Death Saving Throws
[X] [  ] [  ]

Action Point
[  ] [  ] [  ]
Special
Herb Lore: You and allies add +2 to healing surge value during short rests.
Watchful Rest: During an extended rest you and any resting allies do not take the -5 penalty to Perception checks for sleeping.
Combat Medic: Stabilize the dying as a minor action, +2 Heal checks
Faithful Pack Hound Aura 1: Enemies grant combat advantage while in the aura
Group Diplomacy
: Allies within 10 get +1 to Diplomacy
• Emi — Half-Elf, Sentinel of Spring (no theme) - The_Emissary
Kormak — Dwarf, Resilient Battlemind (no theme) - Brys
Visim — Human, Enchanter, Veiled Alliance - Rich_The_Mad
Zakim — Halfling, Chaos Sorcerer, Wilder - Scyner
 


Character Info Show

Combat Powers Show

At Will Powers Show

*Melee Basic Attack: Scimitar +7 vs AC, 1d8+3 - Staff Imp +8 vs AC, 1d8+3
*Ranged Basic Attack: Dagger +6 vs AC, 1d4+1
*Tending Strike: Scimitar +9 vs AC 1d8+5 - Staff Imp +8 vs AC 1d8+5
*Mental Tools: You create a simple tool you can hold in one hand and it appears in your hand or at your feet. 

Encounter Powers Show

*Combined Attack: Scimitar +9 vs AC 1d8+5, Staff Imp +8 vs AC 1d8+5
   - your animal companion can take a free action to move up to its speed and then use it's animal attack
*Healing Word: Close burst 5/10/15 you or one ally in the burst
   -The target can spend a healing surge and regain 1d6 additional hp  (can be used twice per encounter)
*Knack for Success: Close burst 5 you or one ally in the burst choose one of the following:
   -The target makes a saving throw
   -The target shifts up to 2 squares as a free action
   -The target gains a +2 power bonus to his or her next attack roll made before the end of his/her next turn
   -The target gains a +4 power bonus to his/her next skill check made before the end of his/her next turn
*Mark of Thunder: Scimitar +9 vs AC 1d8+3 Staff Imp +8 vs AC 1d8+3
   -You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
*Barkskin: Ranged 5 you or one ally
   -Until the end of  your next turn, the target gains a power bonus to AC equal to your Con mod. (+3)

Daily Powers Show

*Fires of Life: Staff Imp +6 vs Reflex 1d6+5 Area burst 1 in 10, each enemy in the burst
   -1d6+5 fire damage and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of your choice within 5 squares of the target regains hit points equal to 5 + Con mod (+3)


Character Summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Emi Frostfire, level 2
Half-Elf, Druid (Sentinel)
Season: Druid of Spring
Druid Wilderness Knacks Option: Herb Lore (Druid)
Druid Wilderness Knacks Option: Watchful Rest (Druid)
Half-Elf Power Selection Option: Knack for Success
Dark Sun, Inherent Bonuses
Early Life - Lost Everything (+2 to Endurance)
Theme: Primal Guardian
Language: Thri-Kreen
 
FINAL ABILITY SCORES
STR 14, CON 16, DEX 11, INT 10, WIS 18, CHA 10
 
STARTING ABILITY SCORES
STR 14, CON 14, DEX 11, INT 10, WIS 16, CHA 10
 
 
AC: 16 Fort: 16 Ref: 11 Will: 15
HP: 33 Surges: 12 Surge Value: 8
 
TRAINED SKILLS
Athletics +8, Heal +14, Nature +10, Perception +10
 
UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +1, Diplomacy +3, Dungeoneering +5, Endurance +6, History +1, Insight +7, Intimidate +1, Religion +1, Stealth +1, Streetwise +1, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primal Guardian Feature: Mark of Thunder
Half-Elf Racial Power: Knack for Success
Druid Attack: Combined Attack
Cleric Utility: Healing Word
Wild Talent Cantrip: Mental Tools
Druid Attack 1: Tending Strike
Druid Attack 1: Fires of Life
Druid Utility 2: Barkskin
 
FEATS
Level 1: Combat Medic
Level 2: Durable
 
====== End ======

Racial Features
*Group Diplomacy: Allies within 10 get +1 to Diplomacy


Class/Other Features
*Druid of Spring: Gain an animal companion, scimitar proficiency & +1 to attack, +2 to Heal checks

*Herb Lore: You and Allies add +2/4/6 (by tier) to healing surge value during short rests
*Primal Guardian: While not wearing heavy armor, use Con mod in place of Dex or Int mod to determine AC
*Watchful Rest: During an extended rest you and any resting allies do not take the -5 penalty to Perception checks for sleeping

Feats
*Combat Medic: Stabilize the dying as a minor action, +2 to Heal checks

*Durable: Your number of healing surges increases by two

Companion Show

Baazrag Animal Companion


HP: 16
Initiative:1
AC 15 Fort 13 Ref 13 Will 13
Perception:12
Speed: 8
low-light vision

Traits
*Faithful Pack Hound Aura 1: Enemies grant combat advantage while in the aura


Standard Actions
*Animal Attack: Melee 1, +7 vs AC 1d8+ Wis mod (5) + Con mod (4) damage  (goes up by teir)

(not really sure what this means, can someone clarify if I add both for att/dmg or Wis/att and Con/dmg

Items Show

ITEMS
Scimitar x1
Leather Armor x1
Dagger
Staff Implement x1
Desert Clothing
Filter mask
Waterskin x2
Journeybread x10
Survival Day x7
Adventurer's Kit
   -Backpack
   -Bedroll
   -Flint and Steel
   -Belt Pouch
   -Sun Rod x2
   -Trail Rations x10
   -Hempen Rope (50 ft)
   -Waterskin
Climber's Kit (+2 to Athletics Checks for Climbing)
   -Grappling Hook
   -Small Hammer
   -Pitons x10
6pp  34gp  1sp




"I wish none of this had happened..."
"So do all who live to see such times, but that is not for them to decide. All we have to decide, is what to do with the time that is given to us..."  ~LotR
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1 year ago  ::  Apr 11, 2012 - 9:38PM #247
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Up Next: Visim

Two of the small kanks stick their heads out and spit.  Kormak manages to evade the acidic saliva, but Zakim gets coated.

Mechanics Show

Kormak: Hits & pushes.

Emi: She hits, Gribble misses.

Zakim: Hits both & slides.

Yuriel: Misses.

Kank Spitter 1:
Standard: Kank Spit @ Kormak — 10 vs Reflex misses

Kank Spitter 2:
Move: Walk to (B,7)
Standard: Kank Spit @ Zakim — 26 vs Reflex hits for 2 hp damage and 5 Ongoing Acid & Slowed (save ends).

Map Show




Map Key:
Illumination: Bright, of course
Boulders: Elevation 2, Athletics DC 10 to Climb.
Petrified Trees: Occupy corners, not spaces.  Can be used for cover from Ranged Attacks (not Melee, Close, or Area).

Knowledge about Enemies Show

(20) Kank Soldier (large natural beast, mount, soldier): ?

(20) Kank Spitter (small natural beast, artillery): Resists 5 acid & 5 poison; Bite (standard) does a little damage and some acid damage as well; Kank Spit (standard) does a little damage and slows (or immobilizes) and causes ongoing acid damage.

Status Show

23 Kank Soldier 1 (G-H,1-2) {??-11} Status: Marked(K); Used:
23 Kank Soldier 2 (M-N,11-12) {??-29} Status: Bloodied; Used:
23 Kank Soldier 3 (-A-A,3-4) {??-19} Status: ; Used:
19
Kormak
(F,4) {44+5/44}
Status: ; Used: 3/13 Surges, 1/1 AP, 0/2 SD, 0/2 PP, Living Fortress
17 Emi (H,6) {33/33} Status: ; Used: 5/12 Surges, 0/1 AP, 0/2 SD, 0/2 Healing Word
14 Zakim (E,5) {27/29} Status: 5 Ongoing Acid/Slowed(save), +2 Def(eont), Ignore Resist 5 Necrotic, Resist 5 Necrotic; Used: 3/7 Surges, 1/1 AP, 0/3 SD, Wilder's Armor, Bedeveling Burst
14 Yuriel (H,3) {22/30} Status: ; Used: 0/7 Surges, 0/1 AP, 0/5 SD, 0/2 Inspiring Word
8 Kank Spitter 1 (C,1) {??} Status: ; Used:
8 Kank Spitter 2 (B,7) {??} Status: ; Used:
5
Visim
(G,5) {26/26} Status: ; Used: 4/7 Surges, 0/1 AP, 0/3 SD, Sleep

Other Stuff:
Gribble (I,6) {16/16} Status: ; Used:


Check for errors.
Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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1 year ago  ::  Apr 12, 2012 - 7:07AM #248
Rich_The_Mad
Date Joined: Aug 27, 2009
Posts: 3,029
Visim watches the newcomer's strategy with interest among the chaos.

Yes, if we coordinate our attacks just right, we can take them out one by one.

Visim's eyes flash as he grasps his pendant, and the Kank seems confused - thrashing about at unsees assailents and ignoring the warlord before it.

Mechanics Show


Move: Shift to G:4

Standard: Phantasmal Assault vs Kank Soldier 1
Atk: (1d20+7=17) vs Will
Hit: (1d8+5=6) dmg, and grants CA UEOmNT



If Hit Show


If hit by an attack targetting AC or REF, Visim will use shield to gain a +4 interrupt bonus to that defense.  If I can "know" the attack roll before using it, I will only use it when it will prevent a hit.



In Effect Show


If I hit with Phantasmal Assault, Kank soldier 1 grants CA.  If that's the case i reccomend Yuriel goes first to try to inflict Intuitive strike to give everyone else another +2 on top of it.  If not, Emi should probably go next to line up Gribble for CA to synergize .

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1 year ago  ::  Apr 14, 2012 - 8:44PM #249
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Up Next: Kormak, Emi, Zakim, Yuriel

The soldiers renew their assault.  Two of them successfully get their mandibles around Yuriel and Gribble, biting into them both.  The third tries for Zakim, but the wilder's psychic defenses help him to avoid the attack.

Mechanics Show

Zakim: Second Chance roll — 23 vs Reflex hits.  Damage roll stands as before.

Visim: Hits, Soldier 1 grants CA until Visim's eont.

Fight/Flight: Nyet

Kank Soldier 1:
Move: Shift to (H-I,1-2)
Standard: Bite @ Yuriel — 19 vs AC (forgot to include the marked penalty) hits for 2 hp damage and Yuriel is grabbed.

Kank Soldier 2:
Standard: Charge @ Gribble — Move to (J-K,7-8); Bite (17 vs AC - forgot to include charge bonus) hits for 6 hp damage and Gribble is grabbed.

Kank Soldier 3:
Move: Walk to (C-D,5-6)
Standard: Bite @ Zakim — 17 vs AC misses.

Map Show




Map Key:
Illumination: Bright, of course
Boulders: Elevation 2, Athletics DC 10 to Climb.
Petrified Trees: Occupy corners, not spaces.  Can be used for cover from Ranged Attacks (not Melee, Close, or Area).

Knowledge about Enemies Show

(20) Kank Soldier (large natural beast, mount, soldier): ?

(20) Kank Spitter (small natural beast, artillery): Resists 5 acid & 5 poison; Bite (standard) does a little damage and some acid damage as well; Kank Spit (standard) does a little damage and slows (or immobilizes) and causes ongoing acid damage.

Status Show

23 Kank Soldier 1 (H-I,1-2) {??-17} Status: Grabbing(Y), Grants CA(V,eont), Marked(K); Used:
23 Kank Soldier 2 (J-K,7-8) {??-29} Status: Grabbing(G), Bloodied; Used:
23 Kank Soldier 3 (C-D,5-6) {??-19} Status: ; Used:
19
Kormak
(F,4) {44+5/44}
Status: ; Used: 3/13 Surges, 1/1 AP, 0/2 SD, 0/2 PP, Living Fortress
17 Emi (H,6) {33/33} Status: ; Used: 5/12 Surges, 0/1 AP, 0/2 SD, 0/2 Healing Word
14 Zakim (E,5) {27/29} Status: 5 Ongoing Acid/Slowed(save), +2 Def(eont), Ignore Resist 5 Necrotic, Resist 5 Necrotic; Used: 3/7 Surges, 1/1 AP, 0/3 SD, Second Chance, Wilder's Armor, Bedeveling Burst
14 Yuriel (H,3) {20/30} Status: Grabbed(So1); Used: 0/7 Surges, 0/1 AP, 0/5 SD, 0/2 Inspiring Word
8 Kank Spitter 1 (C,1) {??} Status: ; Used:
8 Kank Spitter 2 (B,7) {??} Status: ; Used:
5
Visim
(G,5) {26/26} Status: ; Used: 4/7 Surges, 0/1 AP, 0/3 SD, Sleep

Other Stuff:
Gribble (I,6) {10/16} Status: Grabbed(So2); Used:


Check for errors.


Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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1 year ago  ::  Apr 15, 2012 - 7:32AM #250
Brys
Date Joined: Jan 10, 2008
Posts: 4,539
"Quit throwing yourself back into his maw!"  The dwarf stands beside Yuriel, wondering why this newcomers wants to be eaten.  He would need to be careful around Zakim.  Kormak stabs deeply, hitting the same tender spot, this time drawing blood.  The kank skitters back again.  "I can't be in front if you don't stay behind me."
Mechanics Show

Triggered Actions: Kormak will trigger Battle Resilience the first time he is hit with an attack. 

Move: Walk to I,3

Standard: Bull's Strength vs soldier 1: Crit: 13+1 = 14 damage and pushed to I-J,0-1
20(1d20) +10 +2 = 32; 7(1d8) +5 = 12
1(1d6) = 1

Combat Statblock Show

AC: 21 Fort: 15 Reflex: 14 Will: 17
HP: 44+5/44
Healing Surges Remaining: 10/13 (11)
Init +1, Speed: 6 while not bloodied (Mercurial Mind); 5 while bloodied
Power Points Remaining: 2/2
Status:
Action Points: 0/1.5 [ ]
Other combat related info:
Master at Arms Feat: +1 to attack rolls of weapon attacks.  Also, you can use a minor action to sheathe a weapon and then draw a weapon.
Cast Iron Stomach (Dwarf Racial Feature): +5 to saves against poison effects.
At-will Attacks Show

Melee Basic Attack Show

Standard Action  Melee weapon (Longsword)
Target: One creature
Attack:  +7 vs AC
Hit: 1d8+2

Ranged Basic Attack Show

Standard Action  Ranged weapon (Dagger)
Target: One creature
Attack: +7 vs AC
Hit: 1d4+2

Battlemind's Demand (Minor Action) Show

Close Burst 3
Effect:  You mark the target until you use this power again or until the end of the encounter.

Blurred Step (Free Action) Show

Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square
Special: You can use this power only once per turn.

Mind Spike (Immediate Reaction) Show
Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Iron Fist Show
+10 vs AC
Hit:1d8+5 damage
Effect: Until the end of your next turn, you gain resistance to all damage equal to 4.

Bull's Strength Show
+10 vs AC
Hit:1d8+5 damage and you push the target 1 square


Augment 1 Show

Iron Fist Show
+10 vs AC
Hit:1d8+5 damage
Effect: Until the end of your next turn, you gain fire resistance equal to 9.

Bull's Strength Show
+10 vs AC
Special: Your melee reach increases by 1 for this attack
Hit:1d8+5 damage and you push the target 1 square

Battlemind's Demand (Minor Action) Show

Close Burst 3
Effect:  You mark up to two targets until you use this power again or until the end of the encounter.


Augment 2 Show

Iron Fist Show
+10 vs AC
Hit:2d8+5 damage
Effect: Until the end of your next turn, you gain resistance to all damage equal to 4.

Bull's Strength Show
+10 vs AC
Close Blast 3
Target: Each enemy you can see in the blast
Hit:1d8+5 damage and you push the target 1 square


Encounter Powers Show

[ ]Dwarven Resilience Show
You use your second wind as a minor action.

[ ]Battle Resilience (Free Action) Show

Trigger: An attack hits or misses you for the first time during an encounter.
Effect: Until the end of your next turn, you gain resistance to all damage equal to 7

[X]Psionic Vigor Show

Minor Action  Personal
Effect: You gain 5 temporary hit points.

[ ]Disrupting Advance Show
+10 vs AC
Hit: 2d8+5 damage and you push the target 2 squares.  The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.

[ ]Mercurial Mind (Free Action) Show

Trigger: You hit an enemy with an unaugmented at-will attack power.
Effect: You shift 2 squares once the attack is resolved.


Daily Powers Show

[X]Living Fortress Show
+10 vs AC
Hit: 3d8+5 damage
Miss: Half damage
Effect: Until the end of the encounter, you and allies adjacent to you have cover.  As a minor action, you can end this effect to gain resist 5 to all damage until the start of your next turn.



Triggered Actions Show

If the marked target is adjacent and shifts, Kormak will shift 1 to stay adjacent.
If the marked target is adjacent and deals damage to an ally with an attack that does not include Kormak, he will use Mind Spike (Immediate Reaction) Show
Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Kormak is hit or missed for the first time in the encounter, triggers Battle Resilience (Free Action) Show

Trigger: An attack hits or misses you for the first time during an encounter.
Effect: Until the end of your next turn, you gain resistance to all damage equal to 7.
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