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0

I was having trouble with a similar scenario. This is what I've come to: Characters can ready actions before combat. The characters readying their bow/spell/whatever on the door that they heard something behind is a pretty normal reaction for them to make. I'm going to allow my players to do that. Characters can still be surprised, even by what they ...


1

If you can talk your DM into letting you hybrid barbarian (which doesn't have to change the backstory of your character one bit beyond "i'm a striker now!"), the Stand and Bang build is fantastic. If you can't get away with that, but can get away with a Slayer (which is still a fighter), go STR/DEX, take the full charge package (surprising charge, horned ...


0

I don't think it's a typo, I just think it's poorly phrased and a bit misleading, leaving the emphasis open to interpretation. If you read the line as, "you can use martial powers only when you are not under the influence of your Berserker Fury" then it appears to refer to the fact that if you were to use a primal power (which is natively your only ...


2

It's a Grab If you're physically taking control of another creature and moving them around the battlefield, I'd say that that's exactly what a grab is. The only difference is that you're using a rope instead of your hands so that you don't necessarily need to be adjacent. It's up to you as DM to decide whether that's different enough to disqualify it. If ...


2

If you want to push your friends, the appropriate mechanic to model it after is the Bull rush. Whether or not the character is levitating is completely irrelevant. Bull rush only allows one square of movement without additional feat support and is a standard action. If you want additional functionality with this kind of mechanic, I would still charge a ...


4

4e is not built to handle this kind of simulationist play. While inventive, this kind of approach goes against the balance, and design intent of 4e's combat and class systems. Levitate gives you a big advantage by moving you out of melee range, but its at the cost of your ability to move horizontally. Your player's idea is something that would fundamentally ...


-4

I say you just add blindsight to the blind character and have the blindsight range equal to his or her perception skill bonus, and get a bonus to perception checks related to senses other than sight.


1

If you're focusing on implement attacks and not going for anything crazy-optimized, don't worry too much about what weapon you're holding (if you're even still holding one). There's a handful of decent weapon enchants which give extra healing bonuses, most of which are mace-centric, and you've got a baked in shield bonus with BCL, so you don't need to ...


0

Without knowing exact Domains, God, Race, etc this is completely subjective. If I recall, unless you get Martial Weapon Proficiency somewhere your best bet with just the base PHb was a Mace doing d8 damage. If you do have Martial Proficiency it depends if you want to build for Critical Damage or for bigger damage dice. If you give more Character Build ...


6

You are correct that you are not proficient with shields, so carrying around a shield will not help you unless you pickup that proficiency from somewhere else. What the ability means is that you get a +2 bonus to your AC. The type of bonus is a shield bonus, which means it won't stack with other shield bonuses to AC (you get whatever the largest is), but it ...


10

Shield bonus is a bonus type Simply add the +2 to your AC. Shield is type of bonus being given. In 4e bonuses of the same type do not stack (however untyped bonuses do). Thus you would not benefit at all from wearing an actual shield while having Battle Cleric's Lore as a feature. FYI some other examples of bonus types used are feat bonus and power bonus. ...


3

There isn't much you can do to increase your beast companion's attacks. This is unfortunate, but the good news is that it's going to get better. At early levels, a beast companion's attack is going to stink. For whatever reason they gave it a static modifier that is going to put it way behind even the worst optimized characters meaning that probably from ...


1

I like @waxeagle 's answer as the best, but here's another perspective from someone who ran a >2 year 4e campaign. It's OK for a fight to be easy. In 4e a player character is powerful. Really, from the beginning they're badass. A party of them working together are nigh-invincible. Isn't that part of the point? Isn't that part of the fantasy? Don't they ...


5

The rules for charge were originally written in the Player's Handbook and contained the following limitation to movement: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. With a reach weapon this meant that you must end a charge at the length of your ...


4

No, You Can't From the Rules Compendium (pg. 218): To flank an enemy, a creature and at least one of its allies must be adjacent to the enemy and on opposite sides or corners of the enemy's space. It specifically says adjacent, so no. This means that you won't get any combat advantage from flanking for your attack, nor will any allies get it from your ...


0

System-agnostic answer: Yes, as appropriate you can alter monsters to your needs. Now, this is assuming you are providing your players with a level-appropriate challenge. As the other answers have pointed out, single-monster combat is rare in 4.0, and they should be facing more than one challenge a day based on their party level, sometimes with a more ...


11

4e is a very tightly balanced game, and you generally shouldn't need to modify monsters to make them more difficult as they typically provide sufficient challenge when used properly. The following is some advice to make sure you are pursuing in order to provide balanced encounters: Monsters almost never appear alone. 4e is a squad combat game. Rarely, if ...


0

Let me tell you that for the same level of the creatures as your characters lvl, it's expected for them to have more than one fight "per day", so not as challenging as a Boss battle is understandable. Remember, your characters are there not because they are common people, but because they are great, let them feel their greatness and further involve in the ...


8

You are referring to a subsystem called retraining. Once per level up you can retrain (outside of normal level up retraining rules), one power, feat, theme or skill selection into another of same. So if I choose a feat at L1 and want to swap it for something else at L2 I can do so, provided that the following are true: I qualify for the feat I want to ...


1

I'll answer your questions in order here. Storm Soul is a class feature based on your selection of Storm magic. So yes, it's a feature of your storm sorcerer build. The defense boost only lasts until the end of your next turn. And your resistance doesn't come back until you rest. So you trade resistance for the whole rest of the encounter for at most a ...


5

No, because you can't Sustain a power twice in one turn (or round, depending on the book you're using). From PHB1 p278, look under the header Durations for the list item Sustained Durations. It has this to say: Starting on the turn after you create an effect, you sustain the effect by taking the indicated action: a standard action, a move action, or a ...


2

Yes. Even stuff you declare after a hit is maxed on a crit. The only thing that isn't is something that specifically happens because of the crit. So if you have a hit that's eligible for Assassin's strike (or sneak attack, or anything else that is optionally declared after a hit) it's maxed.


0

Checking for traps takes time. Generally, most DMs set up scenarios where time taken doesn't matter, and just say the end of the day is reached after 4 encounters. Don't do this. What are the enemies doing in the hours that this rogue spends looking for traps? Setting an ambush, learning the parties weaknesses and preparing accordingly, summoning ...


2

If you have a player who obsessively and thoroughly checks every square they pass for traps or secret doors, the character is going to be spending an incredible amount of game time searching. The party will take an entire day just to travel a single kilometer. If you are ignoring the passing of time, there is no downside to this behavior (from the player's ...


3

Yes, your math is correct Per the Player's Handbook (page 278) (also quoted in one of the other questions you linked): Maximum Damage: Rather than roll damage, determine the maximum damage you can roll with your attack. This is your critical damage. (Attacks that don’t deal damage still don’t deal damage on a critical hit.) Extra ...


2

First and foremost, you should have a talk with this player. Mention to him that his constant checking for traps is becoming a major time drag on the campaign, and ask him to do it a bit less often, or only when prompted, so that the game won't be bogged down by constant trap-checking. If need be, suggest that he only needs to check for traps if you ...


23

Setting aside the utility of relegating most passive searching to passive perception and allowing active searching to find a trap that you already have evidence for, most traps and hazards in 4e really don't care about being detected. (This answer is inspired by a now defunct blog post about applying super meat boy to D&D traps (look at the second ...


3

Checking for traps in combat does cost action economy PERCEIVE SOMETHING Make a Perception check to perceive something, such as a hidden door, a concealed object, a group of creatures talking, or a monster’s tracks. Action: Minor action. No action is required when the DM is using a creature’s passive Perception. Carefully searching an area (the ...


-4

If he is a rouge, he must and should check for traps (unless for some reason someone else built to find traps). If you are having a problem with the frequency that he does it, perhaps talk with the GM about the problem. One big thing that I normally do when I run a game is that I only do "one" perception check per room. That can be overridden (circumstances ...


2

Your Fey Beast Tamer companion scales up with your level. It's Defenses, and to-hit value are all a value plus your level. Your fey beast companion’s level is equal to yours, and its hit points, defenses, and attack values are determined by your level, as noted in its statistics. And as an example here is the header of the Trained Blink Dog: HP ...


4

For my first (and, to this date, only) non-published adventure campaign, I used a slightly unusual method of introducing the PCs (because I couldn't think of and didn't look up any other way). Here's a slightly doctored version. (the truth would take several paragraphs of setting information to understand) The PCs were all going to a TED talk. (Note: ...


8

Yes. It does not specify the types of attacks that it can be used on, so it's all attacks channeled through the dagger. The type of wording that would limit this would be "This weapon scores a critical hit on a 19 or 20 when used for weapon attacks" or similar.


-1

It depends. At their core the Minatures version is a simplified version exclusively devoted to tabletop war-gaming, rather then Roleplaying. And is pretty much a spiritual successor to the war-game series that D&D eventually spawned from. HOWEVER, depending on the edition, the manuals would often include rules for exclusive items, classes, spells, etc, ...


3

The basic details of the Monk class are in PHB3, if you want to play the monk you should probably have a copy of that book in addition to Psionic Power (as, for instance, the basic at-wills/encounters/dailies would be listed in PHB3 rather than PP). However, if I could recommend a third way. The DDI subscription service from WOTC is still active and will ...


5

The PHB's cover all the class traits and stats, such as Proficiencies, Hit Points, Healing Surges, Trained Skills and Class Features, whilst the Supplement books only give you additional options for a class build, like new Class Features and powers. If you don't have the PHB3 you don't have the foundations you need to build a monk, it'd be like buying a ...


3

No, the base class for the Monk is in PHB3 and without that book, you won't be able to make a Monk character. All of the expansion books really need the base book for their listed classes or you won't be able to play one properly. (Although if you're strapped for cash, you might be able to cobble something together from just Psionic Power, but it probably ...


3

The gargoyle attacks any creature that approaches the object or enters the area, though it allows for any exceptions you make. (Dragon, p. 423) You're the object here, so it attacks anything that approaches it that you didn't provide as an exception. It's option 2. The gargoyle is autonomous and has it's own actions. It does not consume yours. You are ...


2

The power you're throwing out there should resolved in the following order: Attack roll Damage roll Slowing Pushing You perform a power's actions in the order in which they appear on the power. Since the damage happens before the pushing, then the damage roll has already happened and you cannot teleport your opponent after pushing them. However, as you ...


8

The problem isn't the fact that you're not playing "real 4e" meaning Essentials. The problem is that it's not clearly spelled out how these folks are getting rapier proficiency on their Rogues. You won't find this in HOTFL or the PHB1. Neither Scoundrels (the PHB1 rogue) nor Thieves get access to Rapier in their base class, you need to find another way. ...


1

The Rogue: Thief class does not get automatic proficiency with the rapier, nor does any race in Heroes of the Fallen Lands. The only way I can find to get proficiency for that class, using only that book, is to take the Weapon Proficiency: Rapier feat (from page 319). The PHB1 Rogue doesn't get Rapier proficiency either, so this isn't an issue of using ...


3

No. Here's the thing, the slowed and the damage resistance are both part of the same effect. By saving against the slowing effect, you'll be saving against the stance itself (which you could end with a minor action if you wanted to). Thus by saving against the stance, you'll exit the stance and lose the damage resistance. So no, you can't use this to ...


2

You are allowed to hold a two handed bow in a single hand and attack with the weapon in your other hand. However, the action economy of this will eventually require dropping the sword. Basically, you can always take your hand off the bow for free, draw the sword as a minor, attack with the sword as a standard, and then stow the sword as a minor and be ...


0

I ran a 4e campaign for almost 2 years at a local game store, and bought bunches of official tile sets without actually using any of them but maybe twice. Tile sets are definitely NOT mandatory. Some kind of grid and miniatures/tokens, yes, except in the most simple of combat circumstances. If you're rolling initiative, you're going to need a grid. The ...


2

Can 4th ed be played without using tiles and graphs? Technically yes it is possible, but it is hard work, you need to compensate for a lot of expectations in the game rules that you will be using a battle grid. For instance, very many game effects are about movement with special restrictions (must move away, must move adjacent to X etc), and their ...


7

No. To add some detail to AceCalhoon's excellent answer, you can specifically not use the 4th edition Monster Manual for 5th edition. 5th edition uses a much smaller range of numbers from level 1 to maximum level than 4th edition uses. Thus a high level monster of 4th edition has an armor class (Elder Red Dragon AC 40) that a 5th edition character can't ...


4

The initial damage is untyped. The additional damage is Thunder. The second half your question is only if said movement happens on their turn. So if someone interrupts and forces them away from you, then yes. Else no.


32

No. The fifth edition of D&D is effectively an entirely different game from Fourth Edition. While there are some similarities (roll a d20 and add stuff), they tend to be pretty superficial. Even when names are reused, the concepts underlying the name can be entirely different. For example, a saving throw in Fourth Edition is a difficulty ten roll ...


2

Here they are, according to pages 39 and 40 of Dragon Magazine #405


2

Let them use the combat at-will - but make them use a skill to apply it in a new way. If they want to sever a rope with a fire spell - great - they just need to make an arcana check with the DC the same as the other skill DCs.


-3

I think this would need a house rule as while the rules clearly state they will get a saving throw if they are to be teleported somewhere they will be falling or hindering terrain. This makes sense until you start thinking about it a little harder. Example situation using op's ideas: There are two warlocks the first uses op's idea and creates a ...



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