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7

No. You get your base speed from this, if you had something that increased your speed (like say the Eager Advance feat), that would let you shift your speed. Running is a specific type of move action that lets you move up to your speed +2, it does not increase your speed. For ideas on how to increase your base speed, you can look at the pixie I built here ...


0

Looking at a power like Tsunami Throw, the answer is No. This power has the attack seperated with a different attack keyword. It's Burst instead of melee at that point and the damage would not apply. It's not a melee attack at that point, it's a burst attack. If the effect is not a separate attack with a separate keyword, it's still a melee power and thus ...


2

"Here's the problem. You portrayed to me that you want to play a character who is honorable and tied by oaths to various things. I've been trying to include that into the game and make interesting things for you based on that. What you really wanted was a game where your character is a Machiavellian power player, and that, too, could be fun ...


-2

The player can do that. The specific technical term for it is Cheating. The DM has to keep track of the entire world, and what all the different NPCs are doing. The DM is supposed to be keeping track of sense motive checks, will saves, detect magic, zone of truth, etc. Was the dias upon which he made those oaths enchanted with a Zone of Truth spell under ...


1

Yes. In 4E there are a handful of classes, which include the cleric, for which there are basically two half sets of powers based on two different stats. For the cleric that would be either strength or wisdom. The cleric's strength powers are mostly melee, while the cleric's wisdom powers are nearly exclusively ranged. So to build a good ranged cleric, ...


4

What you're missing is that Level 30 items, particularly Weapons/Implements, Neck, and Armor, are often 5+ or 15+ items. The items you mentioned exist, but they exist (in both cases) as 15+ items- i.e., you could get a +3 version as a level 15 item, a +4 as a level 20, a +5 as a level 25, and a +6 as a level 30 item. The GodplateDDI is just a Masterwork ...


23

I'm going to take a slight detour and address two sub-parts of your question before providing an answer, in order to provide some perspective the other answers may be lacking. Lying isn't the same as bluffing. Characters use the Bluff skill to make what’s false seem true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. A character ...


2

I wonder, did the player change his mind or was he lying about motives from the beginning? It's legitimate for him to change is mind, but the latter is disrespectful to the group. Has he acted on selfish beliefs yet? If so, then you need to stop and have a conversation with the player about this inconsistency—does he prefer that his character changed his ...


5

You can't boost reflexes too, but it's not an exception. Shields are items that add a shield bonus to AC and a shield bonus to Reflexes. This does not mean that everything that gives a shield bonus to one of the two needs to give a shield bonus to the other: it's coincidental. Battle Cleric's Lore only gives a shield bonus to AC (arguably because it's not ...


15

No, it's not a legitimate thing to do because The Player Put the DM in a Difficult Spot The lies the character's told--and you're certain now that they were lies1--should have been Bluff skill checks. Make those checks. Now. By yourself. Roll for the player despite his absence. Such rolling lets you determine which folks believed the character, which ...


6

Yes its called a Laser Cleric Laser Cleric is a build for the 4e Cleric(Templar) class focused on making ranged, radiant attacks and handing out buffs to allies and debuffs to enemies. You choose holy symbol implement powers and can pretty much avoid making any melee attacks at all. Wisdom is your primary stat, charisma gets a boost for some rider effects. ...


19

Can they? Yes. These are their own characters, after all. Nothing in the rules requires them to lay their full minds open to the DM. If it did, that would cause problems when a player decides that the PC needs to have a change of heart, for good or for ill. Is it a good idea? Usually not. A DM who knows the PCs' true motivations can work them into the ...


4

In DnD4 the rules are very strict. If it says AC, you only increase AC, even if something implies it otherwise. So you do not get any bonus to Reflex.


1

Shall you be a Cleric or a Warpriest, your role as a leader is to keep your party alive by healing and throwing around buffs. 4e's mechanics let you contribute to damage as well (unlike older editions where if you wanted to heal your party you needed to spend your whole turn doing so, thus the healbot concept was born) but dealing lots of damage, while nice ...


6

Ok, there are several things you can and should do. First and foremost, keep them working longer. This is a daily power with the chance to change 1 encounter dramatically, there are specific tactics you can employ to discourage resting to make sure their work days are appropriately long (usually about 4 encounters/day). Don't do this regularly, but ...


3

Let's start with the basics, 10 reflex at first level isn't great, but it's not atypical either. There are some things you can do about it though. The two best ways to patch reflex are as follows: Superior Reflexes - this gives you a scaling +2 bonus to reflex and CA on your first turn every encounter. However, don't burn your L1 feat on this Wield a ...


5

All of your answers can be found in the ranger's handbook. In short, focus on twin-strike spam. Shoot-to-thrill is a level by level build of a ranged ranger by lordduskblade which focuses on making twin strike everything it can be. Pick up a greatbow ,bow expertise, weapon focus, and bracers of archery to complete this supremely boring build.


2

Use DDI, choose "Items" from the dropdown, in filters, enter "30" to "30" in the level, and click apply. All Level 30 items will then appear, with their associated book.


0

Have you tried Adventurer's Vault or Mordenkainen's Magnificent Emporium? There is Agile Armor +6 that gives you an item bonus to AC equal to your Dexterity modifier + 3, unless you're bloodied. ALso, you can find Flame Tongue Weapon +6. +6d8 fire damage on a crit, +6 attack and damage, your untyped damage becomes fire damage, you gain resistance to fire ...


0

Start off with premade characters focusing on archtypes. The Elven Archer, the Dwarven Fighter, the Human Paladin, the Halfling Rogue, and etc. Have them all sit down, and go over the player's handbook together. Ask for feedback from everyone not just from one person. Encourage participation. Use a Fillable PDF Character sheet that does a lot of the number ...


0

If you're fine with house-ruling things, then you can do anything, so yeah you can do this. Just using the character creation options presented in the books, no you can't do this. I only have access to the hybrid rules in Player's Handbook 3, and as far as I'm aware there are no other generalized hybrid rules available. Hybrid Classes are Different ...


3

Others have already done a great job of answering this question, especially as to the real (lack of) numerical advantage, but here are a few things to consider... Personaly, I think it's a bit weird that this is an encounter power, since it triggers on being bloodied For clartiy (and general nitpicking), as you stated in its description, it triggers ...


21

Ok, so let's compare this to a comparable power. The Human Heroic Effort power. For this we'll take two Rangers, at L1 since that's the best time to compare racial powers and build them basically exactly the same. To make this completely fair, we'll burn the Human's extra feat on something worthless so that it doesn't color our findings (in reality, it ...


0

For extremely large-scale combat, roll "buckets o' dice" ala simple miniatures combat rules; role a d6 for each combatant, a 5-6 is a hit, and hits kill one npc etc. Most GMs who get into large-scale battles involving player-led armies vs enemy hordes develop or borrow a special ruleset for those encounters, often based on handfuls of dice. For anything ...


8

+2 damage and +2 regen is not OP +2 damage is not a huge bonus, nor is Regen 2. Both might help you in cases where a hit almost knocked you out (but you regened 6 hp over the last 3 rounds so you still have 1 hp yet) or that enemy would've had 1 hp left and been still stand but now its dead. Even at level one its not that much Hp considering hp values are ...


5

You do not lost your readied action by the rules, but you lost your readied action when your next turn comes up, regardless of whether you are conscious at that time. This means if the trigger to attack the minon happens after you are healed but before your next turn, you can still do the attack (most likely while prone, and only if you can still attack). ...


1

There is no rule in 4E that says you lose the readied action. Nothing under the Unconscious condition, except you are not aware of your surroundings, therefore could not react to the trigger if it occurred during your period of unconsciousness. I.e. if you trigger was "when the creature steps through the door", and you wake up and it has already come through ...


2

1) No, because as you've noted, it's a separate attack, and it doesn't have either an implement or a weapon keyword, so your implement or weapon isn't going to affect it. 2) Yes, the vulnerability would be pinged twice if you find a way to make both of them cold. There are a couple of possible ways to do so, but they all bring up further rules questions: ...


-1

Flurry of Blows does not have the implement key word so it would not gain the benefit of dealing cold damage. However if you found some way to have your flurry deal cold damage then it would trigger any cold vulnerability when used.


1

Ok, to answer your bullets in order: Sort of, but not really. When you use your axe as your implement for your monk powers, you would add any properties related to the axe (such as the enhancement bonus), and any crit effects from the enchantment (usually 1d6 per plus, but often other things. However, brutal and high-crit only apply to [W] dice. Implement ...


3

No, reach is a bad choice for a paladin. A paladin's divine challenge requires: The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. While nominally a single-target challenge requires attacking the enemy anyways, and a greatspear can ...


4

Unlike prior efforts from Wizards of the Coast, Legacy of the Crystal Shard provides no battlemaps, or even any indication of the layout of areas where combats are likely to take place. So, use whatever maps you feel are appropriate to the situation, including drawing your own. When I ran it, I simply borrowed some other maps I had that seemed roughly ...


6

If you want a polearm, Greatspear is a good choice because of its accuracy. It costs a feat (Weapon Proficiency: Greatspear), but it is worth it. However there are only 4 good reasons to use a polearm for any class: Polearm Momentum for control. You should not have the 15 Dex for this, but even so, you do not have enough pushing and sliding powers. ...


4

They integrate as well as any other hybrid1. There are no rules forbidding the combination, and the fact of published hybrids of essentials and dragon-only class hybrids (both for the original and essentials executioner assassin) existing suggests this same conclusion. The literature supports this conclusion, with the hybrid handbook making no distinction ...


7

The rules are clear on this: the boots' property works perfectly and automagically so long as they're on the character's feet. Many magical items have a special property which is constantly active, or active in certain circumstances. A property doesn't normally require any action to use, although some properties allow the user to turn them off (or on ...


1

This has been eratta'd and is no longer true. Flying creatures can now take opportunity attacks, so the question is irrelevant. This section of text is missing from both The RC text (p 210), and the text in the online compendium which references both of these sections. Were this still true it would greatly reduce the effectiveness of numerous monsters and ...


4

You were right. Only an Interrupt can invalidate its trigger. The character that created the mark was unconscious for a split second. Had the power been a Interrupt, they would be right.


5

I don't think you're going to find a written rule on this, so it's going to be up to your descretion as DM. My reading is that the winged boots would offer more protection from falling than being a winged creature. A winged creature may suffer damage while flying that would impede its ability to fly because the wings are a part of its body and it needs ...


10

When you see [W] in a damage expression, it just means the weapon die as per the basic equipment description. For your character with the greataxe, that means 2[W] equals 2d12 All the bonuses add afterwards, they are not multiplied. Bonuses from feats and equipment are not included in the damage descriptions of powers, but how to add them is described ...


7

Not really. There are really only a few times that you're going to need a Ranged Basic Attack (RBA). That would be when you're granted an attack from a leader character. There are certain feats and other abilities that affect ranged basic attacks, but this power would not qualify for those as it doesn't read "Can be used as a Ranged Basic Attack" and is ...


-1

Why not take the 30 second turn timer idea one step further? Drop initiative rolls and ask all of the players to simultaneously attack/move with their characters during each 30 second interval. This will cut combat time by ~50% (from ~180 seconds to ~90 seconds) and will add more realism & tension to fights.


1

Wow. 25-30 rounds per encounter, and it takes an hour to resolve? Consider my mind blown. That means each round takes about two minutes. That's 20 seconds per person assuming a six-person group to complete every character and monster action and all the interstitial chatter in between. Typically, D&D 4e gets complaints of "taking too long" thrown at it ...


-2

The things you are already doing are great, however one of the weaknesses of 4th edition is that its combat system is based so heavily on miniatures... My solution to speed up most combats was to remove the miniatures and move the combat to theater of the mind. I used minis when tactics were extremely important, or during climactic fights, but not outside ...


-1

If you're running a system that turns combat into a long deliberation, and that's not what you're into... that's a flaw in the system, for your purpose. Being an oldbie I'd just drop 4e and go back to 2. (Moves go fast, but the DM has to adjucate quite a bit). Unlimately it comes down to what you like; some people love crunchfests. I consider battles to be ...


14

There are really only a few ways to speed up combat, and most of them really depend on what is bogging you down. Here is the advice I'd give if you really want to make sure you get through as fast as possible: Limit Turn Time. This is the biggie, and you're already doing it with the carrot method (providing a chip worth a +1 to any d20 roll). That's great. ...


-2

The 30 sec rule you mention rubs me in a wrong way. Instead of rewarding faster decisions, try "punishing" lightly the indecisiveness. Try to pre-agree upon that if 20-ish seconds is not enough to make up the player's mind in turn-based phases, then the ruling will be that the PC dazed off, or are being too cautious or hesitant, and thus miss his/her ...


2

No, double weapons take both hands. This is not as obvious as it could be in the original version of the Adventurer's Vault, where they were introduced, but Wizards has cleared this up with errata. There's a new sidebar for Double Weapons (page 2 of the linked errata), which explicitly says: You must wield a double weapon in two hands to use it. ...


4

No. To use the Double Weapon you have to have it in both of your hands (it's too heavy to wield effectively in one hand). So if you want to attack with the double sword, you have to have both hands on it. But. If all you want to do is pull a hand off the double weapon, pull and chuck a hand axe, and then put your hand back on the double weapon, yeah you ...


2

OK, there are two areas where math fixes are applied. Enhancement bonuses. There are three areas here. Weapon (attack and damage), Neck Slot (Non AC Defenses (NADs)), Armor (AC). This can be alleviated fully by implementing the Dark Sun variant rules for automatic scaling bonuses (called intrinsic bonuses). Basically every 5 levels you get a +1 to each of ...


2

Perhaps have them imagine something, and then you make a character based on what they imagine. It would be faster for sure. Instead of showing them what is available, just say "Every weapon that has ever been made that you could ever think of except guns"



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