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1

An indirect answer: If your players want to be overpowered, they will be. If you fight them on it, it will lead only to a war that will make no one happy. More directly: Item optimization is among the more engaging aspects of character building in 4e, and a fair number of really, really flavorful, interesting character builds only work with very specific ...


-3

I'm a DM in a heavy magic-oriented campaign setting and had a very similar problem. My players had plenty of magic items and equipments at their disposal and the "combo potential" was rising everyday. Out of most things I devised to stop this, one came to work wonders. I call it "Magic Jamming": Basically I made it so when a player has four or more pieces ...


8

Use wish lists. Here's the thing, you've run into the bane of the 4e DM's existence. This is a problem I think everyone who has been a DM for 4e has run into, and there are precious few good solutions to it. Here's how I'd recommend doing it: Have every player create a wish list, have it include 10 common magic items, 4 uncommon magic items, and 1 rare ...


5

A creature that has telepathy can communicate mentally with any creature that has a language, even if they don’t share the language. The other creature must be within line of effect and within a specified range. Telepathy allows for two-way communication. (RC 316) There is no restriction on the keywords associated with the character, if they have a ...


7

No, it doesn't. Opportunity Attacks are provoked ONLY by the following: The opportunity attack action is provoked by an enemy leaving an adjacent square without shifting or teleporting, or by an adjacent enemy using a ranged or area power. See page 290 of the PHB. Note that this means that unarmed strikes ALSO don't provoke opportunity attacks in ...


0

Back in the times we played 2e, we found a dice in our roleplaying store that had six sides and instead of dots, it had actual printed text. It read: Drop Weapon Break Weapon Hit self Hit ally Knocked out Fall This was not an official D&D supplement, but it worked really well. On a natural 1 you rolled the dice and what came up happened. The dice was ...


9

The creature would be stuck in it's burrow and suffocation rules would be in effect if necessary. There is no specific rider for burrowing in the unconscious block and no specific effect from unconscious under either burrowing or tunneling. Thus the creature would stay in it's burrow, which is closed off at both ends and might start suffocating (if they ...


-1

Yes most people say its unfair, but you have just as much chance for a Critical hit. In the end it all depends on who is DM. Usually if you have a jerk, they will make failures into opportunity attacks for enemies or Make you hit your own allies. And its not really fun to abide by the instant miss rule or the roll the D4 for the result. Mistakes are made in ...


3

As wax eagle says, yes, this combination works precisely the way you want it to. It is, however, substantially less impressive of a combination than you might expect it to be, or than the designers thought it would be. By level 30, weapon dice are an almost irrelevantly small portion of your overall damage. A moderately optimized character should have a ...


1

The idea behind the treasure parcel table is as follows: You take the contents of the treasure parcels from the DMG an throw them out. Instead, for all of the parcels you would otherwise award per this system you roll on the table in the RC and award those parcels instead. So the loot drops don't change, just what's in them.


3

Overview These rules have not changed substantially, although it's my experience that a hard fight is much more fun with a lot of equal-level enemies rather than a few Level +4 enemies. Your quote refers to the distinction between monster level and encounter level. As you probably know, an encounter has a level that is used to determine its XP budget. You ...


3

Yes, it's a Swordmage melee attack power, and Spellsword Perfection changes it's type from encounter to at-will so yes, you can do this.


10

You're not going to stop the players from going a step ahead sometimes, or several steps. To stretch your example a bit, consider that one day even making the axe will be a step ahead, because you'll want to dictate the result of gathering the materials. Your players won't know where a step too far is, since they're not psychic or omniscient. You need to ...


2

Four solutions spring to mind: Interrupt your players. "Hold on, you need to roll [whatever] to make an axe first". This is a slight backtrack for a player who already imagined to be chopping down a tree, but shouldn't be too much of a pain. Have them fail. "The crude axe you improvised falls apart when you strike the tree. Perhaps you need to put more ...


2

My players ready actions outside of combat often, and I don't think that it ever occurred to us that it would work any other way than what I have written below. I think this is a straightforward RAW interpretation, and it has worked out quite well for us in the past. The players only ready actions when they honestly expect enemies, and most of the time the ...


2

You're of course welcome to house-rule any special combination of effects if you think it helps with verisimilitude, but the RAWest answer is that it has precisely the same mechanical effect as it does on dry land, it just might benefit from a slightly different description. Treading water is considered a largely trivial feat in 4e, as is holding your ...


3

Prone is a condition that can apply to all creatures regardless of circumstance or terrain. So we're definitely looking at a character going prone in the water being a thing. How that is ruled is somewhat up to the DM since you have the freedom to model prone however you want if the basic circumstances don't fit (ie lying flat on the ground). All normal ...


5

I have to imagine that opening a door falls well within "basic functions and repetitive tasks" so there is absolutely no reason why not. Even if the door is trapped (and in fact this is an excellent use case), the unseen servant would have no problem opening it. Unlocking it however requires a measure of skill your unseen servant does not have. The last ...


3

Yes. All forced movement is optional, and there is no conditional on this power that forces you to attack only after you've pushed the opponent. When a distance is specified, it is a maximum; the creature or effect producing the forced movement can move its target up to that number of squares (or none at all). For instance, a character’s power might ...


3

Yes. There is nothing to prevent this in the surprise or delay rules. Delaying is a free action, which you can take during a surprise round with one exception (you can't use an action point during a surprise round). The only consequence here is that you end up in a later spot in the initiative order. You can also ready an action during a surprise round, ...


1

Battlemind|Ardent is one of my favorite hybrid combinations, but it's not without its issues, and like anything with battlemind in it, it can't defend until Lightning Rush at level 7. If this game is a level 5 one-shot, I'd steer clear. Mind Spike is incredibly easy for your DM to avoid. If it's starting at level 5, well, then you'll spend less time useless ...


4

Unless you want it to just cause automatic death, the answer you're looking for is on Page 42 of the DMG. If you're consulting that page for other purposes, please note the errata. First, determine whether this situation is easily repeated ("normal damage") or something that could only be set up once an encounter or so ("limited damage"). Next, determine ...


2

Do what's cinematic While almost none of the specific example you gave actually works like that (which has been covered enough in Brian's answer and in comments on your original question), when you leave rulespace and enter improvisationland, the important thing is to have fun. A lot of DMs use the improvised weapon rules for things like this. This is ...


1

I'm pretty baffled by the answers I see here suggesting elaborate behavior in order to make yourself grant combat advantage. I would let any of my players grant combat advantage to anyone at any time they choose. There isn't an action provided in the rules for this anymore than there is one for blinking, raising your arms, or doing any number of other ...


15

A similar product to the 4e Dungeon Master's Kit is the Fifth Edition D&D Starter Set, which contains an introductory adventure, rules, and supplies for playing the game. It's cheaper than a rulebook and might be a good purchase if you're not sure if he'll like the new edition. The Starter Set will get your son started, but it does not contain enough to ...


24

The product you are describing is the 4th Edition Dungeon Master's Kit This was released midway through 4th edition's release and included a book as well as some maps and tokens. Unfortunately it is out of physical print. You can buy the book only as a digital PDF here. There is no "Dungeon Master's Kit" for 5e that has been released or is scheduled to be ...


0

If you want to be quite realistic, assume the character falls from higher altitude. How much would the character elevates if he was fired upward? That's the adjust you must make in altitude. According to Loren Pechtel, the distance the character would go up is 1/4 of the range that it was intending to fire him. e.g.: Let's say the range of firing someone ...


2

It really sucks to be this Psion's "ally". Treat this betrayal as a normal readied attack from the weapon and player involved, or as a trap, depending on how much bracing is available. First, a clarification. This question should never come up in play, because Telekinetic Lift's target is: Target: One ally, helpless enemy, or object that weighs 400 ...


6

No, it's not. There are no physics here, there is only zuul. We can model a "flung from trebuchet" as a fighter-flinger doing level-appropriate damage. Assuming that your party member wants to be there, we can take the hit lines: Hit: The target flies 2d6 squares in a random direction. It takes 2d8 + 5 damage, and lands prone at the end of its ...


15

You are absolutely and entirely outside rules territory from the moment you've decided to fire someone out of a trebuchet and into the ground, so only loose inferences from the rules are going to help us here. But let's see what it gives us to work with. Forewarning: if you're after real-world simulation in D&D 4e, you've come to the wrong town. The ...


4

Yes, you can transfer the effects of being grabbed to someone else, and you will no longer be grabbed. Whoever you transfer the grab to will have to deal with it like a normal grab. However, the grabber can end the grab instantly as a free action, so it won't last long if you've made them grab their own ally. Let's review how Grabbing works Grabbing takes ...


2

What about a Cleric using: Servitude in Death A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate. Daily ✦ Divine, Implement, Necrotic, Shadow Standard Action ✦ Ranged 5 Target: One enemy Attack: Wisdom vs. Will Hit: 2d8 + Wisdom modifier ...


2

There are a few good strategies to optimal use of this power, and some of them will depend on your friends, some of them you can pull off just by yourself. Let's start with the bad news though: There isn't a power on the rogue or fighter list that is close burst 1 and can be done as a minor action. Let's look at the options that are available: Tact 1: ...


4

Population in 3.5: 23,192. Population in 4E: intentionally vague. I say intentionally vague because the Neverwinter campaign book clearly talks about a mass exodus and a progressive growth caused by the new wave of adventure, intrigue and commerce. It's hard to make a census when a big part of your city is lawless, in ruin or just a big hole in the ground. ...


1

As Brian astutely observed double check you have the most up-to-date Skill challenge rules and guidelines. I no longer have an Insider account so I can't give it to you, but you should be able to check in the compendium or the published Rules Compendium or DMG2 (double checking the archived version of WOTC website for rules errata) to make sure you are up ...


2

In comments you responded "5 = easy 10 = medium 15 = hard 20 = really hard" as your skills DC. This is your problem. Make sure you're using DDI and all of the latest errata. First, make sure all skill challenges have interesting consequences on failure, not least because then you don't have a preference on their success or failure. Second, make sure to ...


-2

A DM acts as referee and makes interpretations of the rules. If playing with a group that enjoys surreal and irreverent humor, then go with it. If a DM is running a serious setting, then the interpretation is to disallow things that seem outside of a characters abilities in the genre, even if they are covered by an overly literal interpretation of the rules. ...


-1

In the RAW yes. But after throwing it, they would have to go pick it up again as well. The hand would literally be thrown, not some sort of Ki blast. If you wish, as the GM however, you can always house-rule it in and reward them for their creativity.


4

First let me start by saying that if your ultimate end goal is it be hit more often, talk to your DM. With their consent, you could reskin Total Defence. Instead of bolstering your defences, you drop them, giving them a -2 rather than +2 which might entice an enemy to attack. Also consider rethinking your build. Enemies don't HAVE to do anything and any ...


1

No. Here's the problem, the second half of Reparation Apparatus only benefits allies you heal and does not apply to self healing which is what Warforged Resolve is. Second Wind on the other hand is a power that allows you to spend a healing surge and thus will benefit from Reparation Apparatus's first effect (which does not specify allies, just ...


0

Mechanically, you aren't built to be a defender, no (and a tank, as has been pointed out before, probably isn't something any member of the team should be trying to be), but that isn't all there is to forming an effective party. You mention in your question that the other members of your party want you to be a tank, and that you don't want to, and that ...


-3

Even though you can have a super high AC through Dex and the right armor and magic, the lack of HP makes it difficult to say the least to take the punishment that the average tank is expected to withstand. Rogues are best suited as skirmishers, getting in, dealing a lot of damage, and getting out. Monks would fall into this role very easily as well.


0

Warden, at least fluffwise, can also be approximated by a Paladin with the Oath of the Ancients, which grants some nature powers. Not much in the way of temporary hit points from the class proper, although the Aid Spell is on the Paladin list. The Paladin also gets Lay on Hands, with which it can heal itself, and the level 20 Oath of the Ancients ability ...


8

This gives a new meaning to unarmed attack, but doesn't seem particularly useful. First, the unarmed strike: When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You ...


2

Be a normal battlemind (following this guide) , and take the shaman multiclass feats spirit talker and mending spirit. It gives you a leader heal once per encounter, without the painful distraction of hybrids. Having tried to be a hybrid class in a few of my characters, I cannot recommend enough against the choices articulated for the reasons you gave. ...



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