New answers tagged dnd-4e
1
Most of the powers were either renamed or reworked into other powers. They haven't all been "removed" exactly, but I don't think you can use them outside of the Red Box environment to create characters.
Here is what I could find based off your list:
Rogue Powers: Most of these appear to have been reworked as the "Trick" powers you can use as the Rogue ...
9
No.
From the RC, p240:
Charge
Action: Standard action. When a creature takes this action, it chooses a target. Figure out how far away the creature is from the target--even counting through squares of blocking terrain--and then follow these steps:
1. Move: The creature moves up to its speed toward the target. Each square of movement must bring ...
1
I think a fun way to do this would be to let your player make some skill checks in each village/town/city. You'd need to homebrew something, but it could end up being a great way to keep a campaign moving.
The inventory-tracking point raised by Brian Ballsun-Stanton is a good idea. It is easier to model the cart contents as an abstract system, by describing ...
3
Heroes of the Fallen Lands, the Rules Compendium, and a DDI Subscription.
The early books are raw. Very raw. They have relics of the older game philosophies that just don't fit 4e. The first monster manual doesn't reflect "proper" monsters (see the rewrites in the Monster Vault for just more fun monsters). The first PHB, while completely valid, has many ...
3
Those three books have been out a while and are now heavily erratad, but they're still a great starting place; you shouldn't need anything else to go have fun. (As okeefe said, check the errata for Stealth in particular on Wizards' web site.)
A pretty good place to start for encounters and adventures is the Living Forgotten Realms archive. It's worth ...
2
Personally, what I would do is have some of the treasure items they find be things that are hard to sell.
Instead of finding 100gp, have them find a vial of indeterminable liquid, or an ancient idol.
Let him buy and sell things at a profit by making the items he buys be secretly magic items. I.e. he buys a bunch of barrels, and inside of one of the ...
3
I have the PHB1
In Page 17, Player's Handbook Explains the abilities that modifies the Defenses!
"For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers.
For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers.
For Will defense, you add the higher of your Wisdom or Charisma ability ...
6
'because of your light source' is the important bit - the light is not visible to anyone else, but if there is another ambient light source, you can be seen.
To simplify - the spell is a light source that is not bright and shiny. It does not make anything invisible, but it will not ruin any stealth attempts in darkened conditions. It will not alert others ...
1
Mechanically there are no benefits. Gods and alignment play little to no mechanical role in D&D 4th edition.
Clerics can worship any god or none. Divine classes such as Clerics and Paladins have access to the same powers regardless of what god they worship or alignment they belong to. From a cursory inspection I cannot even find paragon paths or powers ...
9
In 4th ed, the only real mechanical differences you get from following a specific god are that it determines the types of Channel Divinity powers available to a Divine character, and perhaps allows some additional feats, paragon paths or backgrounds.
Also, note that a Warpriest, an Essentials cleric, gets different powers based on the type of god (domain) ...
5
Here's a link to a step by step approach to filling out character sheets.
In the above, they discuss defenses:
Armor Class = 10 + Armor Value + Shield Bonus ( if wearing Light Armor either +Dex or +Int modifier, whichever is highest) + ½ character level (formula from here)
For Bob: 10 + 2 (Armor Value) + 3 (Shield Bonus, Light Armor: higher of INT ...
8
Speaking as someone who has tried something like this, maybe D&D isn't your best system.
Here's why, and what needs to happen to get around the problems.
Money is Finite
In each level of D&D, players are expected to earn a fairly exact amount of money, ranging from not much to being able to buy large cities out of pocket change for healing ...
5
Each encounter power you have can be used, normally, once, save for healing word.
Healing word notes:
Special: You can use this power twice per encounter, but only once per round.
Therefore, as a half-elven cleric (I'm skipping human for now), you get your racial encounter power usable once (until you can take a short rest), your cleric's level 1 ...
0
The power will deal damage to anyone hit before you are hit!
I think it is helpful to clarify order-of-execution in scenarios like this.
Declare target(s)
Make Attack Roll(s)
Make Damage Roll
My original thought was that you do all the declaring, then roll all the attacks, then, after all hits and misses are determined, roll one damage roll and apply it ...
5
It depends on the trigger of the immediate interrupt power.
When exactly in the process you can use the power depends on what triggers it. The most common triggers for powers of that type are 1) "you are targeted by an attack" and 2) "you are hit by an attack", and you'll occasionally see 3) "you take damage".
If it says "you are targeted by an attack" ...
1
The PHB lists Rapier as a Superior Melee weapon. According to the DDI, it was later rereleased as a Military weapon, probably by Mordenkainen's Magnificent Emporium.
The Gritty SergeantDDI is compatible with this latest update, but not the original rapier:
Benefit: You gain proficiency in a simple or military weapon of your choice, and you gain a +1 ...
4
The DDI lists Rapier as a Military weapon:
Rapier
Military one-handed melee weapon
Cost: 25
Damage: 1d8
And asserts that it can be found in:
Published in Player's Handbook, page(s) 218, Heroes of the Fallen Lands, page(s) 331, Heroes of the Forgotten Kingdoms, page(s) 334, Mordenkainen's Magnificent Emporium, page(s) 21.
Check the ...
2
Yes.
The key wording here is the "as a" vs. "instead of"
Powers that indicate that they can be used "as a" basic attack gain all of the benefits of basic attacks.
Powers that can be used "instead of" basic attacks do not gain these benefits and are just substituted in placed of the basic attack and do not gain the benefits granted to basic attacks.
More ...
4
Yes.
As you noted, Biting Swarm says You can use this power as a ranged basic attack. Thus, it counts as a ranged basic attack, and any other effects that modify or trigger off of basic attacks work on Biting Swarm.
While the phrasing isn't as clear as This power counts as a basic ranged attack (which is obviously a yes) or This power can be used in place ...
-5
Physics can be called it to provide a clue how to model this. Things fall when their center of gravity is not directly over their base of support. So in the case of an otherwise stable object capsizing and falling over an edge, it has to be pushed far enough that its center of gravity is beyond the ledge.
For example, if we push a uniformly dense ...
5
All of their space has to be over the pit.
From PHB1, p284-285:
Falling
Large, Huge, and Gargantuan Creatures: If only part of a creature's space is over a pit or a precipice, the creature doesn't fall.
The Rules Compendium has the same information on p209 along with the following addition (might also have been added to PHB1 via errata?):
...
13
All of it. But it may end up squeezing if they are partially over the pit.
If only part of a creature's space is over a pit or precipice, the creature doesn't fall (Normally a creature ends up in such a position as a result of forced movement.) On the creature's next turn, it must either move to an unoccupied space that is at least as large as it is or ...
3
I have a somewhat different interpretation, though I agree that it is definitely left somewhat vague by the rules.
I base my difference on the fact that I couldn't find anywhere that Free Actions by themselves interrupt other actions, and on the fact some powers explicitly list No Action when triggered.
No Action abilities seem to be what gets listed when ...
3
Your interpretation is correct.
The free action movement comes immediately after the attack misses, but before the movement resumes, allowing you to move an additional square.
This answer has a lot more information on how the resumption of movement works.
1
Considering the example power is a burst and that means all of the attacks and damage happen simultaneously. This is definitely and odd case.
I think you would get the damage all 7 times. It does not have an action power, it's an effect from killing an enemy and it triggers on the death of each enemy.
The question then is whether or not each pairing of ...
7
That damage can only be applied if it's in addition to normal damage. The key word is, as you've noticed, the extra part. Here's how extra damage is defined:
Extra damage
Many powers and other effects grant the ability to deal extra damage. Extra damage is always in addition to other damage and is of the same type or types as that damage, unless ...
2
You should be OK to use them elsewhere. It's not unusual for material to only be printed in one book - WotC is trying to produce new material for each book, since that's why players buy them! Reprinting old material would be a waste of pages unless there's a strong reason for it to be there.
The Compendium doesn't appear to list a lot of them (like ...
5
You cannot push a creature when there is an obstacle in the way.
From DDI:
Corners: When an obstacle fills a square, you can’t move diagonally
across the corner of that square.
and
a target cannot be forced through blocking terrain.
3
I could either continue with this idea that Raj fell into a crystal, throwing a complete wrench in my plans, or I could tell the players no and ruin a joke they all seemed enthusiastic to extend. I chose to continue with what the players enjoyed, and left poor Raj in the crystal.
Why were you left with a choice at this point? The players explored ...
6
First things first, keep in mind that until it actually comes out in play, all plot elements are still in ether. Not only is this recoverable, but with a little flexibility and effort you can ensure that nobody is ever able to tell there was a lapse in the first place.
From your description, the issue seems to be at least partially that your players are ...
11
The sleep spell affects any creature that is not immune to slow and if they fail the save, unconscious.
Eladrin are not intrinsically immune to either of these conditions, so they are affected.
The way that 4e works, unless a creature explicitly states they are immune to a condition, they are affected by it.
3
Yes, Eladrin lost their immunity to Sleep spells. Mainly because there aren't any Sleep spells any more...
There is still a Sleep Daily power, but there is no specific rule in either the Eladrin or the power to say they are immune. One of the many changes in magic from 3rd ed to 4th ed.
3
There is nothing wrong with a newb DM running a campaign.
It is easiest to do so as an Episodic campaign. Write a dungeon, turn them loose upon it. If they beat it, write a new one for the next session, turn them loose with it; if they didn't, let them continue against it.
A campaign, at its simplest, is a series of adventures with the same characters (or ...
8
I've been in exactly the same situation as you, and this is what I've found is useful:
Start Small
Don't plan a campaign to begin with, start with something easier to manage. A dungeon is a good example. If you can create a nice dungeon, and the players enjoy dungeoncrawling, then you know that your campaign will work well if you have a lot of dungeons. If ...
13
It is not. What I believe to be the easiest way is to start from the inside and work outward. Have the PCs be somewhere, have one adventure (see Designing my own D&D Adventure) and be ready with a few things to do when your PCs get out of the path you designed for them. They probably aren't going to discover a world-threatening conspiracy in their first ...
4
Unless you're bursting with ideas and champing at the bit to make a whole campaign, don't. Start with one adventure. An adventure by itself can be plenty of work, but a solid method to create one that's suited to even novice DMs is the 5 Room Dungeon method.
Once you've had one adventure, you'll know whether they want to keep going or not. (If they want to ...
10
It's definitely too ambitious.
Start with a simple adventure so you can try the mechanics and get in touch with the characters, the roleplaying and the kind of things you can do with the game.
If the games goes well, people have fun, and they like their characters, slowly expand the game universe and make plot progressively more complex.
All GMs do many ...
1
As everyone has pointed out this is true of every version of D&D....except...
Well, I'm not sure about OD&D. Even in other early versions (I'm thinking AD&D1) I think it was less than explicitly stated than inferred. Specifically, the examples on not earning enough XP in one adventure to advance one level would show it. However, I'm not sure ...
10
Welcome to the world of lateral thinking in 4th ed. It's pretty essential for you to discuss this with your DM.
As someone who prefers to go through a wall even if there's a door available, I empathise with your plight. You'll be happy to know that after you pass mid-heroic, there are plenty of ways of getting from point a to point c without going through ...
2
The most obvious answer is a Portable Hole (p254 Players Handbook) but should a 4th Lvl character have a LVl19 105,000gp magic item, probably not.
If it was vital for a plot line you may get one but don't hold your breath.
4
It could also be one of the means of killing anyone permanently -- that is, he can't be resurrected, contacted via spells or such. In a high magic world where resurrections can be easily arranged, this could be one way to remove a paranoid villain with several backup plans.
7
One solution is to have an enemy – the biggest, baddest, evilest guy – who can only be slain by whittling him down/taking out his protections, and then using the Stone of Slaying on him.
Makes for a pretty epic quest to get the stone, get to the boss, and use it when the time is right.
A pretty obvious candidate for this, depending on the ...
9
The fact that it can kill any one single person without exception (from my understanding by reading a little about the adventure), the best way to prove that this stone has significance is give them a vision that the target of the stone (the count, duke or whatever) has both reasons he cannot leave the area, but also is destined to have a great importance to ...
3
I would pick up the Heroes of the Fallen Lands and Forgotten Kingdoms first. I don't recommend the red box, the powers there are unusual. Then, pick up the Monster Vault and the Dungeon Master's Kit and use the adventures in there.
Before you get the pre-made adventures, just make up your own. If you want more classes and races to choose from, strongly ...
7
Unless your game system does something with numerically expressed experience points, the actual value of points is irrelevant.
No, there would be no effect of zeroing XP each level in D&D 4e using the standard (as printed) XP values for levels and encounters, other than levels taking a progressively longer time to attain (the MMORPG "grind" style of ...
3
No, they won't. You can only use the enhancement bonus of one implement - pick which one at the time of using your power.
The default behaviour for wielding multiple implements is that you can gain the properties of each implement. When it comes to using a power, however, you can only use one of your implements to use that power. Choose one, and add its ...
2
Whatever area the power affected is the area encompassed by the zone.
Almost all zone powers are close or area powers, allowing the zone to cover more than one square, though there are a few ranged zone powers that create a zone affecting a single square.
2
You only receive an enhancement bonus the one time. Note that each item says it grants an "enhancement bonus"; same typed bonuses don't stack (in this case the type is "enhancement").
Note: you don't need a particular class' implement to use powers from that class. Any implement you are proficient with will do.
7
The big change will be in the number of encounters by level.
The recommended number of encounters/level is 10 and XP budgets support this. The gap between L1 and L2 is 1000 XP and the XP budget is 100/player. From 2-3 it's 1250 and the XP budget is 125/player.
Effectively just from L2-L3 you are forcing 8 extra encounters, nearly doubling the distance ...
8
This is absolutely untrue.
This would create a rather boring games. Consider for a moment that the average XP gap between levels is already 10 encounters (this guideline is mentioned in the DM guide). That means that you're doubling, tripling or more the gap between levels.
Yes it could perhaps allow for a longer campaign, but honestly, my experience is ...
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