William shoots an angry look at the goblins but decides to let them wait for now. He instead slips into place opposite Rune (M6 - avoiding OAs) and focuses on the Cank instead, but the goblins in his back make him nervous and he loses his focus.
Rune, Lisker and Tann for round 3. William is bloodied. Rune, DC to escape the grab is 15.
The Clank just waves at Tann, slipping on the ice forming on the cracking paving stones. Its other hand slips off Rune's defense, but rotates in a way impossible for a man. The clamp comes down on the warforged's midsection to hold him in place (13 damage, Rune is grabbed). Two of the goblins slip around the clank to take throws at William's temptingly exposed back. One is hurried, going wide, but the other lodges right under his pack for a second before the vet pulls it out. (10 damage, bloodied)
The third goblin has some kind of score to settle, pointing out Lisker's devastating attacks. With a javelin in his mouth, he scrambles up on the dais and is suddenly in front of the warlock. The javelin clatters against his leg, doing a little real damage (2 THP, 4 HP).
Init
Name (Icon)
HP
Dmg
AC / Fo / Re / Wi
Item(s) in hand
Other Effects
20
Thorn (Th)
25
3
15 / 12 / 14 / 16
+1 long knife
17
William (W)
26
20
16/ 18/ 14/ 12
+1 longsword
bloodied
14
Clank (C)
??
48
16 / 18 / 15 / 16
none
cursed, marked.
13
Goblin (g1)
??
0
17 / 13 / 15 / 12
javelin
13
Goblin (g2)
??
0
17 / 13 / 15 / 12
javelin
13
Goblin (g3)
??
0
17 / 13 / 15 / 12
javelin
8
Rune (R)
28
13
18 / 14 / 12 / 14
warhammer, L shield
+2 dam., grabbed
6
Lisker (L)
30
4
15 / 15 / 15 / 12
none
+2 dam.
4
Tann (Ta)
35
12
20 /15/ 13/ 13
H shield, hammer
+6 AC, +2 dam.
Runestate: Destruction. Allies get a +1 to attack rolls vs enemies adj. to Rune (Clank) Form of Winter's Herald: +1 to Tann's AC (included above), - resist 5 cold, sq. in ClBurst 2 are difficult terrain for enemies.
William: Moves to N13 Rune: Moves to L15 - corrected to M14 Tann: Moves to M13 Lisker: Moves to O13 Thorn: Readies Grappling Spirits on aggressive motion by the Clank.
Thorn: Moves to J12, Hits Clank with Grappling Spirits for 10 damage, Clank slowed until end of Thorn's round 2. William: Moves to I12, readies aggravating force vs any enemy entering range. Clank: double walk to move 4, moves to L8/M9 Lisker: Moves to P12, curses Clank, hits Clank w/ Vampiric Embrace for 11 HP, gains 7 THP. Rune: Moves to N10, enters destruction runestate, readies Word of Diminishment vs Clank if it attacks. Tann: Moves to N7, Clank's OA misses, but triggers Rune's Word of Diminishment - Rune hits for 9 HP and the Clank is vulnerable 2 (5 vs OA) to all until EoRune's round 3. - Tann's readied attack also triggers, miss. - Tann marks Clank until EoTann's round 3.
Thorn: Misses with Tidal Spirit Shot, Move to G11. William: Move to K8, misses with Slash and Pummel. Clank: Double attack on Tann and Rune. - hits Tann, 19 HP damage and grabbed. Misses Rune - AP: Hurl Foe vs Lisker. miss. 5 HP damage to Lisker and Tann, Tann prone. - shift to M7/N8 Goblin1: uses mobile ranged attack to reach R1 and throw at William, miss Goblin2: uses mobile ranged attack to reach O4 and throw at Rune, miss Goblin3: uses mobile ranged attack to reach Q3 and throw at William, hit for 9 HP Lisker: Shift to Q12, blasts the Clank for 18 HP. Tann: Stands, walk to L9, - marks Clank until EoTann rnd3. - activates Form of Winter's Herald (until EoEnc) - AP for 2nd wind, +6 AC until SoTann's round 3. -1 surge, +8 HP Rune: Walk to O9. Misses. - Rune of Mending on Tann, -1 surge, +8 HP. - (cont). All except Thorn +2 to damage until EoRune's rnd 3.
Thorn: Walk to J11, Biting Swarm vs Clank misses, Inevitable Shot vs goblin misses. William: Walk to M6, Misses clank. Clank: double attack, MBA vs Tann and Rune, misses Tann - Hits Rune for 13 HP, Rune grabbed. Goblin1: Walk to L3, throws javelin at William, miss. Goblin2: Walk to J4, throws javelin at William, hit for 10 HP. Goblin3: Climbs up to Q7, throws javelin at Lisker, hit 6 HP (2 THP gone)
Lisker gives the goblin a nasty look, but statys focused on the Clank. Once the big construct is out of the way taking care of the little harriers shouldn't be a problem. He sends the Mark questing after their sizable foe once more.
Tann leaps past the clank to William's aid and calls out in an icy voice "We shall not fall." As Tann rushes by the Clanks claws lash out and crush the Tann's chest but all they find is shield of ice that shatters under the heavy claws impact. With a raised hammer Tann calls forth the winds and the helpless goblins are drawn the herald of the cold. With fearsome scream Tann brings the hammer down upon the menacing metal juggernaut. When the hammer is bounces a dent can be seen on the Clank's armor but it is far from a crippling blow. Still, Tann seams satisfied that he has drawn the ire of the goblins away from William.
Rune for round 3, then Thorn and Lisker for round 4. The Clank is now bloodied. Rune, DC to escape the grab is 15. All:If you wish, you can use a minor action to make an Arcana check on the Clank.
Lisker's tendril lashes the Clank again and shadows gather around him as the Mark feeds. Tann's blow cracks one of its metal chestplates, and a shower of sparks falls hissing into his icy field. As the thing moves, an eldritch light leaks from the crack. The two goblins snarl in frustration, trapped in Tann's ice and wind.
Init
Name (Icon)
HP
Dmg
AC / Fo / Re / Wi
Item(s) in hand
Other Effects
20
Thorn (Th)
25
3
15 / 12 / 14 / 16
+1 long knife
17
William (W)
26
20
16/ 18/ 14/ 12
+1 longsword
bloodied
14
Clank (C)
144
72
16 / 18 / 15 / 16
none
cursed, marked, bloodied.
13
Goblin (g1)
??
0
17 / 13 / 15 / 12
javelin
marked
13
Goblin (g2)
??
0
17 / 13 / 15 / 12
javelin
marked
13
Goblin (g3)
??
0
17 / 13 / 15 / 12
javelin
8
Rune (R)
28
13
18 / 14 / 12 / 14
warhammer, L shield
+2 dam, grabbed
6
Lisker (L)
30
4
15 / 15 / 15 / 12
none
concealment
4
Tann (Ta)
35
12
20 /15/ 13/ 13
H shield, hammer
Form of Winter's Herald.
Runestate: Destruction. Allies get a +1 to attack rolls vs enemies adj. to Rune (Clank) Form of Winter's Herald: +1 to Tann's AC (included above), - resist 5 cold, sq. in ClBurst 2 are difficult terrain for enemies.
William: Moves to N13 Rune: Moves to L15 - corrected to M14 Tann: Moves to M13 Lisker: Moves to O13 Thorn: Readies Grappling Spirits on aggressive motion by the Clank.
Thorn: Moves to J12, Hits Clank with Grappling Spirits for 10 damage, Clank slowed until end of Thorn's round 2. William: Moves to I12, readies aggravating force vs any enemy entering range. Clank: double walk to move 4, moves to L8/M9 Lisker: Moves to P12, curses Clank, hits Clank w/ Vampiric Embrace for 11 HP, gains 7 THP. Rune: Moves to N10, enters destruction runestate, readies Word of Diminishment vs Clank if it attacks. Tann: Moves to N7, Clank's OA misses, but triggers Rune's Word of Diminishment - Rune hits for 9 HP and the Clank is vulnerable 2 (5 vs OA) to all until EoRune's round 3. - Tann's readied attack also triggers, miss. - Tann marks Clank until EoTann's round 3.
Thorn: Misses with Tidal Spirit Shot, Move to G11. William: Move to K8, misses with Slash and Pummel. Clank: Double attack on Tann and Rune. - hits Tann, 19 HP damage and grabbed. Misses Rune - AP: Hurl Foe vs Lisker. miss. 5 HP damage to Lisker and Tann, Tann prone. - shift to M7/N8 Goblin1: uses mobile ranged attack to reach R1 and throw at William, miss Goblin2: uses mobile ranged attack to reach O4 and throw at Rune, miss Goblin3: uses mobile ranged attack to reach Q3 and throw at William, hit for 9 HP Lisker: Shift to Q12, blasts the Clank for 18 HP. Tann: Stands, walk to L9, - marks Clank until EoTann rnd3. - activates Form of Winter's Herald (until EoEnc) - AP for 2nd wind, +6 AC until SoTann's round 3. -1 surge, +8 HP Rune: Walk to O9. Misses. - Rune of Mending on Tann, -1 surge, +8 HP. - (cont). All except Thorn +2 to damage until EoRune's rnd 3.
Thorn: Walk to J11, Biting Swarm vs Clank misses, Inevitable Shot vs goblin misses. William: Walk to M6, Misses clank. Clank: double attack, MBA vs Tann and Rune, misses Tann - Hits Rune for 13 HP, Rune grabbed. Goblin1: Walk to L3, throws javelin at William, miss. Goblin2: Walk to J4, throws javelin at William, hit for 10 HP. Goblin3: Climbs up to Q7, throws javelin at Lisker, hit 6 HP (2 THP gone) Lisker: Moves to M13, gains concealment until EoLisker's Rnd4, hits the Clank for 16 more HP. Tann: Moves to L6 (Clank's OA misses) - hits Clank with grasping winds for 8 HP. - Pulls G1 to L5 and G2 to K5 - marks Clank, g1, g2 Rune:
Lisker doesn't have any formal training, in anything, but he does have an instinctual feel for magical things. Looking at all the punishment the Clank has withstood, he tries to understand why it is reacting the way it is, much less how it is still standing.
Standard: Flames of Purity (Protection) @ Clank — 19 vs AC hits for 12 fire damage. (Note: this includes the +3 bonus to damage that Rune gets against targets who damaged him since the previous turn, which I forgot to include in the roll.) William and Tann (only allies in the Blast 3) each regain 3 hp.
Minor: Rune of Mending (Destruction) @ William — He can spend a healing surge and regain 6 hp. I and every ally in burst 5 (which would be everyone) gets +2 to damage rolls until my eont.
Move: Escape — 27 vs DC15 succeeds; shift to (O,8)
Using his arms to pry himself free, Rune easily forces the opposing warforged's pincer jaws apart, then swings his hammer in a forceful way, divine fire enveloping the construct, the wave of energy bolstering both Tann and William. "Forgive me," he says softly, more to himself than anything, as he repositions, standing adjacent to the dais.
Conditions: • Runestate: ◊ [x]Rune of Destruction: Allies get +1 to attack adjacent Enemies. Also: Every ally gets +2 power bonus to damage. ◊ [_]Rune of Protection: Adjacent Allies get Resist 2 All. Also: n/a
Notes: • +2 (racial) bonus to saves vs Ongoing. • +3 bonus to damage vs enemy that has hit Rune (eont, does not stack).
Actions: MBA: Warhammer, +7 vs AC, 1d10+4 RBA: Throwing Hammer, +7 vs AC, 1d6+4 Standard: [x]Flames of Purity, [_]Rune of Iron's Rebuke, [A]Word of Diminishment, [A]Word of Shielding Minor: [x][x]Rune of Mending, [_]Warforged Resolve
• 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.
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17