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10

No, because simulating a gambling game or investment opportunities or a stock market isn't something that 4e cares about, but this is to your advantage as DM. Happily, gambling, like all other sources of wealth-to-players (treasure parcels) in 4e, draws from the "giant loot pool in the sky". Therefore, instead of worrying about balancing the money or ...


1

Talk to the DM and see if you can re-flavor your powers to be psychic. There was an article on doing exactly that in Dungeon #394 Dec 2010: It is also possible to change the damage type of powers or feats to better fit a character—with the Dungeon Master’s permission. For example, a disproportionate number of feats favor cold-using characters; ...


5

Not really, they would be much too powerful. There are some limited items however, like the Pearl of Power from the Mordenkainen's Magnificent Emporium: Trigger: You miss all targets with an encounter attack power of level 3 or lower. Effect: You do not expend the use of the power. But this is a daily power of a 7th level item. What you can buy is ...


4

The active usage of the Perception skill, like the rest of the overall of the Hidden-related skills, was changed to only be a minor action in Players Handbook 2 (pg. 223). This is repeated in the Rules Compendium, page 150.


4

Yes! You can use a superior weapon without a proficiency feat. The +2 or +3 proficiency bonus is what you get for being proficient with that weapon. So if you use a weapon without proficiency you don't apply the bonus. From Weapons MM283 Characters can pick up and use a monster’s weapons unless otherwise noted. If the weapon is listed in the Player’s ...


6

Unfortunately, ranged paladin attacks do provoke1. Paladins are designed to be in-your-face glowy shiny people. Unfortunately, the enemy sometimes decides that they simply don't want to bother with Mr. Shiny, and, as such, provision has been made for the paladin to "take the enemy to the fight." Or the paladin could have the quite reasonable Mighty ...


2

In my PHB I see no special paragraph relating to Superior weapons other than a way to create another weapon group to divide, well proficiencies. The only listing I see is that for any weapon you are not proficient in, you do not get the accuracy bonus. Otherwise nothing seems to change, not even properties. Usually it's just not worth it to lose the ...


2

The Mechanics of Whirlwind Kick's Movement Technique Effect: You fly your speed. The first square of this movement doesn’t provoke opportunity attacks. Powers in 4e do what they say, nothing more nothing less. Thus you are free from provoking only for the first square of movement. How to use whirlwind kick and avoid provoking As you say, against one ...


-1

A Case for Tasty Garbage There are many garbage classes in 4E from a numbers perspective. Seeker is by no means the worst example (I'd argue for Vampire as the worst, probably) but it certainly is lackluster overall when 4E is treated as a miniatures game. But 4E is not a miniatures game. It is an RPG, even as it introduces a lot of mechanics that ...


3

You are absolutely right about how it works. You leave the first square without a problem, and than get the Opportunity Attacks. Based on the fluff and the fact that giving you fly does not help your escape in any way, I also agree that it is not the intended way. Talk to your DM about this, I would allow not to take opportunity attacks for the first 2 ...


1

Probably not. Without seeing the exact text of the feat and power in question we can't say for sure, but it's unlikely that the feat will add its bonus to ongoing damage. The key concept here is damage rolls. Almost everything that adds bonus damage adds it to damage rolls rather than to all damage. If you don't roll any dice for damage, it's not a damage ...


2

The feat would apply if it was made specifically for ongoing damage I have never seen a feat with those properties before. But if the feat mention anything about ongoing damage, the extra damage would apply. Ongoing damage (regardless of type, such as thunder, fire, necrotic etc.) and normal damage from an attack are two completely different sources. ...


6

Direct Math for your question and an explanation about Careful Attack. Attack: Roll 1d20+to-hit modifier. If you hit roll (1d8 OR 1d6) + damage modifier . Careful Attack's requirement to have two melee weapons or a ranged weapon is simply that, a requirement. When you make the attack while wielding two melee weapons you can choose which melee weapon you ...


6

Aid Another has actually been errata'ed to be more risky. From the Compendium: In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill check or an ability check by taking the aid another action. Given a choice, a group of adventurers should have the character who has the highest ...


14

Aid Another is not broken... That perception check example you give, its supposed to work that way 100 percent. Conceivably the players could also just stand in a room and continue to roll perception checks until they get a number they like. If the situation has no inherent danger punishing a failed skill roll should have no consequences. A creature ...


3

There are ways to improve your AC, and your survivability as well. Get into heavy armor. This does not take any investment, but changing from leather to chain gives you 4 AC, as pointed out by Brian. Take the Scale Armor feat, it gives you +1 AC, and access to Blood Iron Armor, for 2 more AC if you hit the target. You can take Plate Armor as well, for 1 ...


19

Don't pretend you're a rogue, because Ardents don't look good in leather. You require some real (and exotic) metals between you and the enemy. The thicker, the better. Ask for some mirrored or hydra layered plate platemail +5, as it's in a similar theme to your original gambit armor. Item materials are also important and scale by half-tier1, but your main ...


-4

I'd describe it as a 'Glancing Blow' meaning while most of the attack missed some of the damage got through. As to what you would technically call it I have no idea.


9

Fourth edition is very "game-y," which means the actions which happen on the table may not match up with the actions as you perceive them. Since hurting people with real, live weapons relies on you making contact with that person, seeing "damage" on a person implies they've been hit by a weapon. This can lead you to say "If I've hurt someone, I've hit them." ...


14

Yes, it affects the attack roll. You're overthinking it. Marked opponents take a -2 to attack rolls when making attacks that don't include their marker. Deathrattle Viper's secondary attack involves an attack roll. That attack roll takes a -2 if it doesn't include the marker. The reason for the attack roll doesn't matter, and is entirely fluff. (Seriously: ...


23

No, dealing damage does not mean you "hit" 4e uses a highly formulaic language. Miss, hit, attack roll and damage - these are all specific game terms. There are no gray areas there. As for hit points, they are an abstraction. Loss of hit points due to Missed attacks could be explained as exhaustion, demoralization, etc. You can even describe the Missed ...


5

Yes, there is now only the Elemental Chaos. The previous cosmology has been entirely scrapped. I don't miss it at all: I find the new cosmology far richer and more exciting and fascinating to work with, and D&D 4e's development team thoroughly succeeded in their mission at giving the DM more flexibility in their choices. If you want to run an elemental ...


6

The Frost weapon does not specify that it applies to only weapon attacks. It says: All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. That means all, even implement damage. The contrast here is between damage dealt "by a weapon" (includes weapon and implement powers), and "by weapon attacks" (or similar) ...


10

Unless the power says otherwise, yes. Most powers do not make an exception based on creature size. However, a few do. The Fighter's Tide of Iron does (up to one size category larger than the PC). The always available Bull Rush has the same exception. There is no rule in 4e related to size categories with respect to forced movement. If the power says ...


7

Correct - the Great Wheel cosmology was revised in 4th ed substantially. The Elemental Planes merged with the Abyss to become the Elemental Chaos.


2

There is a book called the "Manual of the Planes". It covers the following: The Feywild The Shadowfell The Elemental Chaos The Astral Sea Sigil, City of Doors The Far Realm The Plane of Dreams In each of the above it goes into further detail, explaining highlights in each of the above areas, depicting major cities and ports, places of worship, and other ...


4

There are a few issues with this. The first is the one that Lucifer points out, this is flat movement, it's not a shift, and unless you have a power that gives you a teleport speed, you're not teleporting either. So if he's adjacent to you, you're eating an opportunity attack to pull this off. However, if you're invisible with Oni's Gift, that's not an ...


7

No. Adjacent means adjacent. Even if you have threatening reach, you are not making an opportunity attack, you are taking an opportunity action to make a basic attack. While the result is the same, they are not the same thing. When a power intends for you to be able to use your reach it will say "within reach" or "within range" Also note that achieving ...


5

Unless Specified by another source, Powers, Feats, and Features only affect what they say they affect. Your powers won't automatically work for your spirit companion unless they say they do. There is a rather exhaustive treatise on Spirit Companions here.


1

Question 1: None? I don't think anyone has even bothered to make a Vampire handbook on the WOTC forums in all these years which is a black mark itself. The only scrap of optimization opinion on the Vampire comes up in the hybrid section of the optimization forums: Vampire Summary: Lots of nice features, if only there wasn't that only having 2 surges ...


0

My goal was to make it an ethical dilemma for the players [...] how can I run a campaign based on morally challenging decisions The most important thing you can do is to learn as much as you can about moral dilemmas before designing your encounters/sessions/adventures/campaigns. I have a philosophy degree and took a number of courses on ethics through ...


0

The time between adventures is commonly called downtime and how that time is handled is different from player to player. A way that works nicely for me is to let some time pass ingame between adventures so the characters have time to develop a bit. I ask the players what their characters have done in the meantime and I phrase it so that it's implied that ...


2

First of all, scale down the decisions for the players. Too large decisions are hard to relate to for most people since we only make small ones in our daily life. They can be scaled up later as the campaign progresses. Also, before you can expect the players to make moral decisions they need to know their own as well as their friends characters. I once ...


-1

I think that you shouldn't give the players what they exactly need, but a random magic item with an appropriate level. Think about it realistically, would the barbarian really find the only slot left. Life is life and they don't get exactly what they want. : )


6

Probably the best place to start is to check the handbook (something that I forget to do all the time). The DnD 4e Player's Handbook actually gives a decent description and several examples of the common actions of each skill. But abstractly, you can't really set aside the ability scores that the skills are based on. What the skill is and how it's ...


8

The actions enabled by the two skills illustrate their differences: Athletics Climbing Holding on (while climbing) when taking damage Preventing a fall (while climbing) Escape a grab (vs. Fortitude) Jumping Swimming Improvised actions: Hang onto a wagon while being dragged behind it Force your way through an earthen tunnel that is too small for you ...


10

Acrobatics and Athletics are quite different. Athletics is used for things that are strength based in nature. The big ones are jumping, swimming and climbing. Acrobatics is used for things that require agility and balance (Dexterity based things). The big ones are balancing, negating falling damage and tumbling. The thing that they have in common is ...


5

Escaping is an Acrobatics check. Set the DC according to the difficulty of escaping from the bonds (set the difficulty as easy/hard/medium and give it a level, then go the the DC table and see what it should be). Depending on how you've tied up your PCs, athletics may also be appropriate (see Escape section linked and quoted below). Generally though ...


6

I don't think there are any rules for falling onto someone, so it is to the DM's discretion. Page 42 of the DMG has suggested guidelines for actions the rules don't cover, including suggestions for bonus modifiers during favourable circumstances. So it's really is up to the DM to decide what are the precise consequences of this. I think that the main factor ...


2

'drop from the air axe first' - sounds like a charge, and could be treated accordingly (no damage bonus, +1 to hit). In any case, if you're playing 4e RAW, then the PHB list of combat actions is exhaustive and there aren't any other alternatives - no matter how you attack, from where, and what description of attack is included, it's one of those listed ...


4

This isn't a problem, currently, because you're using two different keywords - Push and Slide. A Push allows you to move a target away from you, while a Slide allows you to move it in any direction. The Gauntlets of the Ram item won't affect your Flurry of Blows power. If you were using an item that increased Slide distance instead, such as the Rushing ...


5

Yes and no Yes, you gain combat advantage until the end of your next turn with Deadly Draw, no matter where he ends up. Everything else, you got completely wrong: Gauntlets of the Ram adds to pushes, but Centered Breath slides. Push and slide is different. You can not push "one field to the right", it would be a slide. Luckily it can be done with ...


10

The charge special attack says you "make a melee basic attack" at the end of the movement. So, the damage-dealing attack is made when you're already in flianking position. The same is true for every power that has you move before striking. You consider flanking positions the moment the to hit roll is rolled. If you're flanking in that moment, you get combat ...


1

You have several options here, depending on your style of play. You could use one or more of these techniques in different situations... Make them relatively useless in combat. They might be physically weak, or have bad eyesight, or be cowards, maybe they're aristocracy and think they're above doing the "dirty work" of combat. Or maybe they just have a ...


3

So first of all, I really like this idea. I tried it once or twice a long time ago and I'm still fantasizing about it. With that out of the way, let's move to my 2 cents. Make the NPCs well-rounded characters These NPCs aren't just some recurring characters, not to mention some one-time ones. They're gonna be with the party for a very long time. Whole ...


6

Damage stacks if the types are different (and untyped damage counts as its own type). If they're the same type, only the highest number applies. In this case, the damage doesn't stack because they're both untyped; the sources do not matter. You could certainly apply both simultaneously, and the saves would be independent. Rules Compendium, page 224 ...


6

The rules are vague Unfortunately the entry for Consumables in the Rules Compendium is full of wit and fluff and completely devoid of any rules whatsoever. However, as NikolaiDante notes any powers used that have lasting effects will only have those effects continue until the encounter ends. Beyond that we can look at the rules for Poisons, most of ...


5

4E and it's source of gamism 4E's load towards gamism revolves around the fact that the expected way to play is to engage in a lot of tactical choice loaded play. Most of the mechanics you engage with, the advice to DMs about how to design adventures, and the XP all revolve around tactical play. That said, most traditional games out there also focus ...


2

One option that I've just come across for this specific situation, is to remove my requirement on having a power to teleport at-will. The Epic-level feat Fey Shift would apply to my half-elf, and also grants at-will teleportation. This is slightly worse than Ethereal Sidestep overall in that it's not a power, so its range cannot be boosted with an Incisive ...


1

There is a better way to achieve lots of teleports, this way you can retrain your Acolyte Power for Arcane Insight: Take the feat Bardic Wayfarer, when you teleport an ally with a power, you can also teleport 1 square. Take the feat Walk Among the Fey, now you can teleport creatures when you would slide them. Take lots of sliding powers. Your Majestic Word ...



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