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Technically the DM is not required to tell players whether an immediate interrupt will cause a triggering attack to miss unless the interrupt explicitly says so. Players may be able to figure it out on their own if they're allowed to see the DM's die rolls (some groups do this, some don't) and they've had a couple example attacks to estimate the monster's ...


The target would become immobilized from the power, and then immediately lose the immobilized condition again because you are not adjacent to it. So effectively the target would not be immobilized, although any effects that trigger off of "a creature becomes immobilized" would go off.


This is a fairly common leader problem. When I played an artificer, I printed out little "here's your buff" cards that'd literally hand to other players. The runepriest is the same way, except worse. Runepriests are considered to be the most complex leaders in the game, and the hardest to optimize. In this situation, I'd make a double-sided card for each ...


It depends on the power. By default, zones cannot be moved. Some powers include wording along the lines of, "...and you may move the zone up to X squares," in their sustain lines, and so their zones can be moved each time the power is sustained. But if nothing in the power says it moves the zone, then the zone cannot be moved.


No, this build is quite weak Assuming the standard ability scores, on level 8 all the non-multiclass party members can have a 20, this build will have only 16. With weapon attacks this means a 20-40 percent lag on DPR per attack, and half the number of attacks reasonably expected on that level from a weapon user. If it tries to use spells the difference is ...

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