Hot answers tagged status-effects
11
Yes, a prone immobilized creature can stand up.
The definition for Immobilized could seem a little fuzzy upon first reading:
When a creature is immobilized, it can’t move, unless it teleports or is pulled, pushed, or slid.
Until you note that Move is explicitly defined:
Any instance of movement, whether it is done willingly or unwillingly. ...
10
Dominated is defined quite specifically in the rules:
The creature can't take actions voluntarily. Instead the dominator chooses a single action for the creature to take on the creature's turn: a standard, a move, a minor or a free action. The only powers or game features that the dominator can make the creature use are ones that can be used at will, ...
10
Monster Manual 3 solos tend to use one of a few tricks to deal with this. Any one of them is pretty good; using multiples might be a bit much.
Give the solos saves at the start of their turn. If you do this, that saving throw probably shouldn't get the +5 bonus to saves. You can also tune this down a bit by only letting them make one save.
Allow the solos ...
9
You take damage at the start of your turn.
You make a saving throw at the end of your turn, unless something or someone grants you a saving throw. For example, Boots of Free Movement which have the following power:
Encounter (Minor Action)
Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
Note that you ...
8
The blinded condition doesn't do that.
Blinded
The creature can’t see, which means its targets have total concealment against it.
The creature takes a -10 penalty to Perception checks.
The creature grants combat advantage.
The creature can’t flank.
A blinded creature cannot have combat advantage against anyone. (RC229)
People can ...
7
For an always-drunk NPC, you have a number of options.
First, simply "de-level" an NPC of higher level, to represent the overall poor effects of being drunk.
In a more complex mode, have the monster be 2 levels higher than the appropriate monster for the level, but impose the following conditions.
Traits
Aura 1: [The NPC] and any ally in the aura ...
5
Sly Flourish recently wrote a blog entry with new monster powers one of which, Brutal Shakeoff, is designed to let solos shake off status effects rather than get locked down. In brief, the solo can sacrifice HP to save. That blog is a great source of other monster fixes and optimizations, check it out.
4
YES
This is a perfect example of what Readying an Action is meant to accomplish. Likewise, you could ready a move action until after you save against Immobilized (save ends) or even until after a "Slowed until the end of your turn" effect from a monster ends.
Quite simply, it's not exploitative, for at least four reasons:
You can fail your saving throw ...
4
Well I know there is a stop against delaying turn to avoid the effects of save-ends or until end of your next turn effects.
End of Turn when the Creature Delays: At the moment the creature delays, any effect that it has been sustaining ends. In addition, effects that last until the end of the creature’s turn now end if they are beneficial to it and its ...
4
No, they can't save again. The creature you choose with Dark Reach of Xevut "gains the effect that the target saved against." It doesn't give them a new effect, but the same effect. The rules are clear: one saving throw per end of turn per effect.
Compendium - Saving Throws: (emphasis mine)
If a creature is subject to an effect that a save can end, the ...
4
My best method is this: Give everyone a sheet of plastic (like you would get in sheet covers, twenty for a dollar where I am), and a dry erase marker. Have them put tic marks next to a status' duration and its effect right under it, and they can use their finger to erase tic marks when their turn gets to them. There is a wide enough margin on the sheet to ...
3
Unless the creatures are hiding, the locations of all creatures are known to all other creatures.
Bright light means that everything in the room is visible. provided it's not concealed in some other way.
Dim light provides light obscuration which provides partial concealment against folks without low light vision. That's a -2 penalty to attack rolls. ...
2
My technique for handling this situation is this: If the players have a method for locking down a solo monster (or any monster, really) and I don't have any means for countering it, I just let it happen and don't sweat it. Some players have obviously invested a certain amount of time and effort developing their characters into being able to do this exact ...
2
I don't know much about 4th edition Dungeons and Dragons, but in 1st edition Dungeon Master's Guide, there was a table specifically for the Effects of Alcohol and Drugs. Maybe it can be adapted/scaled up for 4th edition.
Effect On State of Intoxication
Slight Moderate Great
Bravery ...
2
No, they cannot save again as Dark Reach of Xevut applies the effect to another enemy. The power's description says:
One enemy within 3 squares of the target gains the effect that the target saved against.
This indicates an enemy distinct from the one that saved against the effect. Power descriptions are very explicit in who can be / is targeted by a ...
1
From the Rules Compendium p199
The creature can choose the order in which things happen at the end of its turn.
So, yes, since the new save ends effect is on that creature, and it is still at the end of their turn, they can try to save against it.
You avoid this problem if you bounce the effect to a new target.
1
I don't know that I've ever seen any official rules, but for something like that I would recommend going with a penalty to all of their roles which is based on the current level of inebriation. Something like -2 for slightly buzzed, -4 for had a few, -6 for slurred speech phase, -8 for hammered, -10 for falling down drunk and -30 for passed out.
1
You can also just plain remove the ability for stuns to function continously. Something like every other round stunned, the solo monster can act normally. It still rewards stunning but limits it.
Alternatively, I heard some people give the save bonus a commulative +1. A solo's save the first time is +5, the second time +6 and so on.
Making Solo Fights ...
1
Depending on the abilities that cause the status, you might be able to throw some minions at the party as well simply as fodder. Sure, the party can still affect the main enemy, but they still have a lot of little minions to deal with while hopefully the main enemy successfully breaks free from the daze/stun/etc.
Another situation is to have back-to-back ...
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