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0

Eldritch Blast is weaker than it seems. If you look at this answer you see that you only give your Charisma to one damage per target. This means you fall behind compared to the bow Ranger for example. He does (1d8+Dex)x2 damage, around 9.5x2=19 damage, while you do 2d10+Cha, around 156 on level 5 with Agonizing Blast. On level 11 you do 3d10+Cha (21.5), but ...


3

There's basically two factors you want to make sure to hit upon. Consequential Terrain As you mentioned, the terrain you include doesn't actually influence the combats on the basis of the power levels involved. You should think about what kinds of things DO work at that level. Lava? Alien superstructures that can't be blasted through? Etc. That's just ...


4

Creative Fatigue Creative Fatigue is when you get mentally tired having to generate new, creative stuff, in the moment during play. Some game systems this is more, or less of an issue. Two things influence this: 1) Iterations vs. outcome How many times do you have to come up with creative descriptions for a given situation? If a whole situation is ...


4

"Terrain is often of more value than bravery." — Flavius Vegetius Renatus, De re militari Just because your players are failing to make use of the terrain around them, doesn't mean their enemies won't The NPC enemies that your players face should me making heavy use and advantage of powerful terrain features to their advantage. They should be getting a ...


6

The Shaman's tactic is fine. Most of the shaman powers are ranged or have the spirit keyword. This means the shaman can stay away from the front lines and stand in a slightly safer position, where the only way to harm him is using ranged attacks or bypassing the defender. It's actually a good thing for the group if the shaman stays back and tries to get ...


3

Perhaps the Dramatic Task rules would do the trick. Possibly it could be modified as an opposed task where the first to reach five successes wins the duel.


2

Both problems can be alleviated by making sure that both sides have enough Bennies. You can spend a Benny to immediately get out of Shaken (even when not on your turn or after you make a Spirit roll at the beginning of your turn to get out of Shaken). You can also spend a Benny to soak damage, limiting the effect of exploding dice. That said, Savage Worlds ...


3

A pure warlock will be using EB a lot most likely. But with very little work, you can build a Warlock that is a melee monster. https://docs.google.com/document/d/1s7vTgl1KRuR78BDTmMIdJDLbWaRs3RTLhx3CE6QLrDE is the one I've worked out. Pretty solid at range (low CHR), but can nearly keep up with the melee classes in the long haul, has a few pretty solid ...


3

You are absolutely right, an Eldritch Blaster is usually stronger After the 2nd level, when you get Agonizing Blast you can do d10+Cha damage, the same as a Longsword two-handed, if you are Strength primary. You can attack twice with both on level 5. At level 11 Eldritch Blast pulls ahead with 3 attacks, and the Charisma bonus on the Pact Weapon damage on ...


10

Yes, it means enemies and allies Creature A being in the game world. Both adventurers and monsters are creatures. See also adventurer and monster. - Published in Rules Compendium, page(s) 310. There are options for avoiding friendly fire while still laying down a burst/blast zone that includes friendlies War Wizard's Staff feat lets you slide an ...


3

According to this discussion, Unless otherwise stated, a summoned creature's maximum hit points equal your bloodied value. If it drops to 0 hit points, it is destroyed and you lose a healing surge. If you have no surges to lose, you take damage equal to half of your bloodied value. Its defenses equal your defenses when you summon it, not ...


13

Yep, allies are hit too, otherwise it would say "each Enemy in the blast", as is the case on plenty of attacks (For example, Fire Shroud, contrast with Shock sphere).


5

So there are a few things which you are not correctly taking into account. You get a limited number of invocations. So while you can specialize all your invocations into Eldritch blast, you are really missing out on versatility. Same with choosing Armor of Shadows over Light Armor. Eldritch blast is 1d10. (avg 5.5) A summoned longsword is 1d8+dex/str and ...


3

There is a "Defensive Duelist" feat which uses a reaction to potentially cause an attack to miss you. You can use it all day long, which the exception that you can only use one reaction per round (core rule). Only works with finesse weapons. It has a minimum Dex pre-req. to take, and obviously you cannot pick it up until your class grants you an Ability ...


1

The way my group does this is by superimposing lines over the squares to approximate who gets hit. If the line goes over an icon at all, they get hit. Granted this is mostly for online play, but it works on tabletop as well, if you are willing to delay the game to get the exact cone shape overlayed. As long as you use consistent rulings, it won't make much ...


11

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


5

The D&D Basic Rules v0.1 and later include a "Dodge" combat action (p. 72), available to all characters, which gives you advantage on dexterity saving throws and disadvantage to anyone who attacks you. This is a similar effect to the optional "parry" rule from 2nd edition, or the "fighting defensively" rule in 3rd.


9

Yes, there is a feat (Martial Adept) that any character can take, which allows you to take two combat maneuvers and gain one superiority die. If the character is not a Battlemaster Fighter, they will not have other superiority dice, in which case the one they gain is a d6. One of those combat maneuvers is parry: Parry. When another creature damages ...


3

I love @KRyan's post, but I think some numbers really help illustrate the effect here. 2nd-level party vs. 15 Goblins Your Sorcerer catches them in a Color Spray. Every Goblin who fails is basically out of the fight for 3d4+1 rounds or so. Sorcerer's DC is 15, the Goblins have a Will save of -1. On average 75% (11) of the Goblins drop. But the ...


12

The first and third points aren’t really big deals; actually, the third point would be a disadvantage of save-or-dies. Would be, if the numbers were more reasonable. By the numbers: you can probably make someone fail a saving throw Ultimately, caster classes have every reason to pump their save DCs as much as they can. The ability score that sets the ...


1

Pyramid #3/61: The Way of the Warrior features a dedicated critical hit and miss table for grappling attacks. That might be a decent proxy for attacks by wolves (bites are mostly grapples for animals, rather than strikes, though the wolf's trademark hamstring attack probably comes closest to a pure strike), but not ON wolves.


8

Natural attacks work completely different than attacks with manufactured weapons. You get one attack per "natural weapon", but you do not get iterative attacks for high BAB. [...] You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the ...


16

That very much depends on what you mean by "in game." During a game? Certainly: PC: "I fall on my sword." DM: "Okay. You die." Using standard combat options? No. At least, not guaranteed at every table by a common understanding of the rules. Coup de grace requires that the target be helpless before it's an option, and whether you're helpless to ...


4

No, by logical paradox. The conditions for being helpless against yourself are interesting. In one hand, you are completely at your own mercy, giving you the advantage over yourself, allowing for a Coup de Grace to occur. However, because you have the advantage over yourself, you aren't considered helpless against yourself. Traps, area spells, or ...


9

Under the PHB's version of Dominated, yes, since there's pretty much no restrictions. Some extra restrictions were added in PHB3, and the Rules Compendium fleshed out the Dominated condition quite completely. If you don't have the Rules Compendium, you should probably pick it up, since it has the final versions of the game's rules like this one. Under the ...


3

Rules Compendium, Page 230: Dominated: The Creature can't take actions voluntarily. Instead, the dominator chooses a single action for the creature to take on the creature's turn: a Standard, a Move, a minor, or a Free action. the only powers and other game features that the dominator can make the creature use are ones that can be used at will, such as ...


1

Part 1: They use 'bonus damage', 'energy damage' and 'normal damage' interchangeably in this spell description, which is a tad infuriating. The important part to note is that the section that describes the damage that the spell does contains the phrase, You also deal energy damage and the related special effect when you attack with your hands using an ...


5

An alternate interpretation perhaps, I have been told multiple times that while free actions can interrupt full-round actions, since the requirement for spell combat is having a free hand (not specifically for the casting but for the entire action ), changing your grip on the sword will immediately cause spell combat to end because you are no longer meeting ...



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