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General Category => RPGs => : dragonshaos March 20, 2009, 04:09:09 PM

: Question or two about DnD 4 ed.
: dragonshaos March 20, 2009, 04:09:09 PM
Alright, just a few days ago I received my order of the 3 core rule books for DnD 4 ed. and ive been reading them with great enthusiasm.  however I have a question or two about some thing and It would be nice if someone could take a minute to answer them with their vast knowledge of awesomeness  :P

Alright, so first off I made a character just to learn the process, lets say a lvl 1 Warlock, and one of the spells (Vampiric Embrace) says that for the Attack, I roll a Constitution vs. Will.  I dont know what I need to do.  Do I roll 1d20 and add Constitution modifiers for attack and Will for enemies defence?  Please explain.

Aaand ummm... blah I hate being new to things... For a simple melee attack, it's just a 1d20 + modifiers to hit vs. enemy AC, and then damage is the weapon's damage + modifiers, correct?  Reading over the rulebook is making me second guess everything.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 20, 2009, 04:43:36 PM
Yeah, you'll see alot of alternative stats used for aggressive actions.

In 3.5 everything was either strength or dexterity added to the attack roll, plus base attack, etc.

In 4E, your basic measure of "to hit" is your ability modifier.

With that Warlock, let's say you have a Constitution of 16 (it should be 18, since it's probably your main attack stat, depending on the build but we're saying 16), so you have a +3 modifier.

The second bonus is your level bonus. This is similar to your base attack but it is not the same thing. Every class adds one hald of their level rounded down to their attack rolls, whatever attribute they use. So, at first level, it'll be +0. When you reach level 2, it grows to +1.

Most attacks also add the ability mod to damage. DO NOT, however, add half your level to damage, only to attack.

So for this example warlock a roll an attack again an enemy with a Will defense of, let's say, 15, you would roll as follows:

Attack roll
Rolling 1d20+3:
(13)+3: Total = 16


Damage
Rolling 1d6+3:
(1)+3: Total = 4
: Re: Question or two about DnD 4 ed.
: dragonshaos March 20, 2009, 05:00:22 PM
Alright...so in really simplified terms the Will defense becomes the AC for this attack.  If their Will is 15, i need to roll 1d20 + my Constitution ability modifier + any other applicable modifiers that would pertain to this example.  And thus rolling a 16, i beat their Will, causing a hit, and thus damage (hopefully).  Alright, wow that clears up A LOT.  Thank you very much!  I will post any other questions I have here in the future.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 20, 2009, 05:15:50 PM
Actually you just need 15. Ties go to the attacker in 4E.

Also remember that abilities will almost always have a lower attack value if they don't use a weapon, ie a Warlock's Eldrich Blast instead of a Warlord's Viper Strike. The Warlord's longsword adds +3 to attacks because of it's Proficency Bonus.

So, given equal abilities of 18 (18 Strength for the Warlord and 18 Constitution for the Warlock) with both at first level, the Warlord attacks with a +7 (+4 str and +3 prof) while the Warlock is only at +4 (+4 con and no prof bonus).

But, the Warlord is attacking AC with his sword and this monster has a 19 AC. The Warlock, attacking Reflex, is aiming for only 15. So while the Warlord needs a 12 or higher, the Warlock needs only 11.

In you'll do well if you can aim at the right defenses. AC is almost always highest and most monsters (barring solos generally who mostly have high defenses all-round) have at least one low defense that can be exploited.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 20, 2009, 05:32:16 PM
Most excellent.  Now with a much better understanding of the rules, I can begin fiddling with encounters and learning more about how the combat system works.  When I feel confident I might even start working on a small dungeon for some of my players to learn in.  Ooooooo Im excited!   :D
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 20, 2009, 05:45:14 PM
I love encounter design. I always try new things on my players. There's this cool little chart in 4E that lists likely environmental effects damage across the level spread. It's in three level: light, medium, and heavy. You can use light for lasting effects, like flaming coals and such. Medium damage is big swinging things you might be able to set up again. Heavy is for those once in a fight kind of things, like dropping a chandler on somebody's head. Love that stuff.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 22, 2009, 04:29:17 AM
Alrighty another question:

When creating a character your able to choose 2 At-Will, 1 Encounter, and 1 Daily power(s).  However it shows that characters are given some powers just for picking the class.  An example being the Paladin who gets his Channel Divinity (Encounter), Divine Challenge (At Will), and Lay on Hands (At Will).  Now my question is, do these powers count as your choice of spells, meaning I would now only get to pick a Daily?  Or do I get these plus my choice of selectable powers?
: Re: Question or two about DnD 4 ed.
: Dawnsteel March 22, 2009, 10:37:33 AM
Or do I get these plus my choice of selectable powers?

As I understand the rules, for your paladin, you get your choice of two first-level at-will, one encounter, and one daily power(s), IN ADDITION to the class "bonus" powers of Channel Divinity, Divine Challenge, and Lay on Hands.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 22, 2009, 03:25:04 PM
Alright then.  I was thinking as much.  Lemme see here...

Oh!

Going back to the Paladin, in a battle it's powers could include such attack powers as Holy Strike (Standard, At Will) and Valiant Strike (Standard, At Will) at level 1.  My questions for this are:

Since these attacks require melee weapons, would you get a weapons proficiency bonus to hit with this power?

If a Paladin could do these attacks in exchange for their regular simple melee attack, is there ever a point for them to use regular simple melee attacks aside from role playing (which isn't going to happen with my group unless I were to state otherwise) or the fact that their attacks could be resisted by specialized monsters?

And finally, it says the Paladin is proficient with all simple/military melee weapons, does that mean he gains the proficiency bonus when wielding them?
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 22, 2009, 03:31:48 PM
Yep, any power that has the keyword "Weapon" gets the prof. bonus to the attack roll.

And there is no reason not to use at-wills whenever possible. They always have more effects than your basic melee.

However, there are exceptions (ALOT of those in 4E since it's a exceptions based rule system). Sometimes you gain bonuses that apply only to basic attacks, meaning you can deal more damage with them that at-wills. Those condition are rare. Basic attacks generally show up as 1) opportunity attacks, 2) bonuses from other people's powers, or 3) bonuses from class features.

For example, an Anarch of Shar (a Swordmage Paragon path) gets a free basic melee attack, in addition to any other actions, whenever he spends an action point.

And yes, he gains the bonus on any weapon he is proficent with. A character can weild a weapon they are not proficent with without addition penalty, they just do not gain the prof. bonus to attack rolls.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 22, 2009, 03:44:52 PM
Most excellent!  I ran a for fun dungeon last night with 2 players (A Warlock and Paladin, thus where my questions come from) and we weren't adding in his weapon prof. when he attacked, mainly because he didn't want to thinking it was going to overpower enemies he fought with, making them hit him more often (He didn't tell me this however, because i know enemies just get their plus X vs ac or whatever).

So now for some Warlock Questions!

Warlocks Curse at lvl 1 for a minor action allows the Warlock to do 1d6 more damage to enemies afflicted with it.  However the book dose not state that the Warlock must roll to hit anything.  So is it just assumed that the Curse always hits unless a special rule for the monster exists?

And!  Warlocks enter 1 of 3 pacts (Fey, Infernal, and Star) which gives them access to spells.  Can a Warlock only gain access to those spells of their chosen pact?

Thank you by the way for all your help guys.  The game is making a lot more sense to me and reading it is becoming easier.  I may hold an actual session in the near future.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 22, 2009, 03:52:58 PM
Ah, see, that's an easy mistake. The Warlock's Curse, itself, isn't an attack. As a minor action the Warlock may Curse the nearest enemy. If the Warlock then hits the Cursed enemy with an attack (any attack, Eldrich Blast, Eyebite, whatever), the attack deals an extra 1d6 damage, that is the player rolls a d6 in addition to the normal damage dice of the attack.

Eldrich Blast deals 1d10. If it hits a Cursed target then it deals 1d10+1d6.

A Warlock's Pact ONLY effect the character's At-Will powers. They have to take the At-Will for their pact. They do not have to choose other powers linked to their pact. However, there is a bonus to some powers if you have the same pact as the power's keyed pact.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 22, 2009, 04:02:02 PM
Oh I see...  Yes i had the Warlock Curse right, we would do a normal attack (like Eldrich Blast, Eyebite) and then add 1d6 dmg.  I was wondering if the Warlock had to roll to see if the Curse hit, I guess not.  So just by using the Minor Action a warlock can curse an enemy.  Alright I got that.

Reading over the Warlock I see that I had read it wrong the first time...

So the pact you choose will tell you one of two At Will spells you may pick, the pact picking one for you, and still having the default 2 will powers to pick you would now have 1 At Will power of your choice.

Blah!  I get it now.  Alright...Im going to read up on other class and races and see if I can muster up some more questions.

Thanks for the help!
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 22, 2009, 05:06:51 PM
Actually the other isn't your choice, it's Eldrich Blast.

Every Warlock has their pact At-Will and Eldrich Blast. Only Humans (who get an extra At-Will power) can have different ones.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 22, 2009, 05:33:37 PM
Oh...I see...well my warlock player is going to be bummed over this...

Well, it seems Ive missed some things while reading.  Ill just re-re-re-read things and if I still don't get it, or I'm unable to find answers in the book, then ill post them here.  Or if I'm lazy...yaaaaa lazy...
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 22, 2009, 10:03:46 PM
He shouldn't be, Eldrich Blast is a great power. It can be used as a Ranged Basic Attack which means it can use bonuses to that attack. You give a Warlock at like 3rd level a pair of Bracers of Perfect shot, have him multi-class into Ranger to gain Hunter's Quarry and take Lethal Hunter, and you have a Warlock that can open a fight by pointing at the enemy closest to him, Cursing, Quarrying, and firing his Eldrick Blast for 1d10+1d8+1d6+7 (assuming +2 for the Bracers, +4 for attribute bonus, and +1 for a magic rod which he should have my 3rd level).

10+8+6+7= 31 damage if he rolls max, 10 if he rolls min. 31 will nearly drop a 3rd level monster.

It's also thematically awesome. Generally it's considered to look like something akin to a black lightning bolt.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 25, 2009, 10:49:11 PM
Woo!  Another question.  Really simple tho.  When I'm rewarding XP, lets say that through out the session the encounters the players kill off award a total of umm...7,000 xp.  Is this 7,000 xp rewarded to each player, or divided up among the amount of players present (so for 4 players it would be 1750 xp apiece)?

I'm assuming it's divided up.  Just checking    :P
: Re: Question or two about DnD 4 ed.
: clockworkjoe March 25, 2009, 11:05:38 PM
It's divided.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 25, 2009, 11:11:37 PM
Excellent, thank you!
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 25, 2009, 11:50:15 PM
Remember to add XP for succeeding at Quests and Goals, as well as the XP from killing monsters into the pile at the end of the session. There's a chart of Quest XP values in the DMG.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 26, 2009, 12:05:48 AM
Can do!  Oh, how do you think a group of 5 players lvl 1 would do against lvl 3 enemies such a the Human Guard listed in the monster Manual, using the recommended 'currency' of xp to 'buy' my enemies for the encounter at 500 xp total, making the Guards worth 150xp each, how would a few groups of 3-4 of them do?  Ive got a few encounters where there are mixes of Fire Beetles, a few Archers, a couple Guard Drakes, and the Human Guards being the most difficult.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 26, 2009, 01:20:12 AM
It's difficult to judge based purely on levels as a rule, a full (5 member) party of PCs can face and defeat an encounter up to four or five levels above them if they hit it fresh. PCs hit their true stride around six or seventh level when they have many powers, from their class and their items, that they can use in a fight.

If PCs start uncorking Dailies, monsters you thought where too tough for them will start crashing because most one a day attacks do damage even if they miss. Then throw in utility augumentations, weapon powers, and action points; it's starting to look rough for that formerly ruling monster.

Anyway, follow the XP spend system and you'll do alright (I have), just don't try to hit the PCs too hard or you'll "force" them to expend their big tricks and they'll feel the need to set up camp for the day.

My encounter design can be summarized as: "Don't go for the knock-out blow, work the gut".
: Re: Question or two about DnD 4 ed.
: dragonshaos March 26, 2009, 01:30:32 AM
Good saying!  Ill keep it in mind!
: Re: Question or two about DnD 4 ed.
: dragonshaos March 27, 2009, 06:30:40 PM
Alrighty another Question!

I'm in the process of making some very minor magic weapons/armor.  I have just a few simple questions:

How does one name the new magic weapon/armor?  Is it simply 'Magic Staff +1' or 'Dueling Greatsword of +6'?  I know with unique/legendary weapons/armor I can name them and stuff, like 'Plague Bringer' or 'Bane's Axe of Fury'.

What should be a limit for a group of lvl 1's in a dungeon with magic items.  Like how many (I had planned 2-3 very simple ones from special rooms, and a Greataxe with the Vicious enchantment +1 from an Elite at end of dungeon) simple magic items should here be?  And if so, what kind of enchantment would be taking it just a little too far.
: Re: Question or two about DnD 4 ed.
: Maze March 27, 2009, 06:41:01 PM
It's good storytelling to give them names, but a +1 is fairly unimpressive. Call it the "Whip of moderate annoyance", "Staff of possible interest" and the "Armor of impressing friends at a party"
: Re: Question or two about DnD 4 ed.
: dragonshaos March 27, 2009, 06:50:24 PM
Those are the kind of names I had in mind too!   :D

So giving magic items names, no matter how unimpressive they are, would be better than calling them "Staff of magic...+1!' or 'Armor of +1 AC'.

Just wondering which is the 'norm'.  I wanted to add in useless items like "The Great Sword with Heated grip" which keeps the players hands warm, or "Eye Patch of Partial Blindness".  Just for fun.  I will add those now.  I want someone to wear the eye patch.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 27, 2009, 11:00:42 PM
There aren't any "normal" names for magic items; names are based on their enchantments. If you want your items to have other names you need to make them up yourself.

Wonderous items are an excpetion, they are normally named after their function.
: Re: Question or two about DnD 4 ed.
: dragonshaos March 27, 2009, 11:12:36 PM
Well I wanted to know if actually Naming the items was normal.  Like if most people just refer to it as 'Bow +5' or  by it's name such as 'Bow of Additional Piercings'.

And btw, what are these +1/2/3/4/5/6 enhancement?  I'm assuming they are the bonuses you add to the appropriate category (AC, defenses, and/or attack and damage rolls) for the enchantment.  Such as a frost dagger has a +1 lvl3 enchantment to attack and damage rolls.  Do I apply +1 to attack and damage rolls?

Im pretty sure I do, but I just want to check first.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama March 28, 2009, 12:14:46 AM
Correct. There are three categories of enhancemen bonus.

Weapons add their bonus to attack and damage rolls when using that weapon.

Armor adds it's bonus to AC.

Neck slot items add their bonus to the three defenses (Fortitude, Reflex, Will).

As for names I use the spread: "magic name" "weapon name" "bonus amount".

So, a longsword with the vorpal enchantment with a +6 bonus would be: A Vorpal Longsword +6.
: Re: Question or two about DnD 4 ed.
: Dawnsteel March 28, 2009, 01:13:52 AM
Paper-cutter Dagger +1
Greatsword of Toasty Digits
Plague-Bringer Staff (infects everyone within a 15' radius with a common cold)

I love ridiculous magic items.
: Re: Question or two about DnD 4 ed.
: dragonshaos April 12, 2009, 04:42:56 AM
Been a while, so I thought Id ask some more questions!

When creating a character and choosing your class, your given the option to choose a set of skills from a list.  However sometimes I'll see that your immediately given a skill, such as Religion for paladins, but then your able to choose Religion from the list...  So my question is can you be trained in a skill twice this way, not including feats or anything other than just the class selection.

Oh!  And Skill challenges...I understand their concept and how to use them, however I'm unsure as to which skills to use and what not.If someone can give me two or more real quick examples that would help.  Such as...umm...Players need to convince a dragon to help fight off some bandits.  It's a Complexity 2, Moderate DC 15.  (umm...)  Primary skills are Diplomacy, Bluff, Dungeoneering and Nature.  So after reading over Skill checks and Skill challenges again, if I had a group of players do this, would they deesignate a primary player to make the checks, would they only get to use each check once, etc etc?
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama April 12, 2009, 09:22:32 AM
No, you can't train in a skill twice. It's listed as a class skill so it can be included in class skills for multi-classing. However, that would be an awesome house rule if you want to use it like that.

Skill challenges have changed quite a bit from the original published material. Dragon Magazine has a whole series of articales deticated to explaining and streamlining skill challeneges.

As the DM you have alot of discression in how to use Skill Challenges. I use them in two ways: round formate or free-form.

In round formate the players enter into a round where each person has the option of using a skill. I use this formate when they are in a time sensative situation. They may act in any order within the round and each round represents a total amount of time that passes, such as one hour or one day or even just one minute.

In a free form, the players are able to use their skills as they wish. Most diplomacy, I consider freeform with the players coming up with ideas as they go. If the player wants to try something outside the primary skills, that's fine, as long as they can explain how it will help and are willing to take a slightly higher DC.
: Re: Question or two about DnD 4 ed.
: dragonshaos April 12, 2009, 02:03:55 PM
Alright...I'll have to check out that magazine, got a few dwnld pdfs.  Thanks for your comment/advice!
: Re: Question or two about DnD 4 ed.
: dragonshaos April 17, 2009, 03:10:41 AM
Well...I tried a skill challenge in my last session.  It came as a surprise, but I decided that it would be a good chance to try this out (For some reason I'm slow on this subject).  So my Warlord player was in a room with wounded/resting slaves, he decides that he, having helped 2 slaves earlier and now they follow him around helping for now, want more.  He wants to convince the room of slaves to rise and help him fight off the guards.  I tell him alright, this will be a skill challenge.  I tell him the main Skills he will use are Bluff, Diplomacy, History, Insight, and i think I threw in Dungeoneering cause they were in a familiar dungeon.  I told him to get 6 Successes DC 15 (before I found out that the DMG had been changed from Average/Normal DC 15 to 10, which I think is stupid easy) before 3 failures.  I made it this difficult cause...they're slaves...and they havent eaten/rested for awhile, working hard, and just exhausted and hurt.

So, the Warlord has a +3 Bluff, +7 Dip, +0 Dungeon, +8 History, and +0 insight.  Now I want to know if I did this right.  He said he wanted to try Diplomacy first, he gave me a rousing speech (in character too!) and passed, then he tried to Bluff them, failed, now he has a -2 modifier to future bluff checks, tried diplomacy again, failed, no penalty yet, and then tried History, failed, making him lose the challenge and thus gain no supporters, if anything he made thigns worse for them (Mwahahaha!)

So my question is for a simple basic skill challenge (I excluded real details here, like what each would do and penalties if he failed etc...), did I do it right?  And if not what did I do wrong.
: Re: Question or two about DnD 4 ed.
: Tadanori Oyama April 17, 2009, 12:07:26 PM
Overall it sounds just fine to me. I wouldn't really recommend having one person as the focus for a skill challenge because a diverse skill set is often nessicary to pull one off properly.

That said, if you roll like crap, then you lose.

A challenge can serve as an encounter during non-action sequences or a way to resolve a social conflict with game mechnics. Losing one should cause problems, but not stop the game. For example, a party traveling through the wilds using a skill challenge. If they fail, they still get where they where doing it just takes longer, or they lose some surges, or fight a tough monster.
: Re: Question or two about DnD 4 ed.
: dragonshaos April 17, 2009, 04:12:28 PM
Well, where all the players were, he was the only one not taking an extended rest at the time (everyone else told me they were going to sleep for their rest).  And he seemed to be the only one who thought the idea would work (which I didn't consider, silly me).  After he failed, I had one of his slaves tell him "Wow, if I wasn't depressed before, you sure killed the mood of this uprising." Or something along those lines.  But alright, i;m glad I did it ok.  Thanks!
: Re: Question or two about DnD 4 ed.
: dragonshaos May 31, 2009, 04:32:58 PM
Well...got a question that requires more helpful tips than question.  A problem im having with 4ed is that combat is taking ffffffffooooooorrrrrrrreeeeeeeevvvvvvvvver.  Now one reason i know is that there is a Warlord who can't do math very well with his buffs and my players happen to go through 2 phases during combat: 1) Retarded charge cause they are all minion monsters! and 2)Holy fuck they weren't minions lets get tactical!

So aside from some planning between players during turns combat just seems to take a long time.  We had a 3 hour (longest yet) battle with a pack of wolves.

Any tips on how to cut down on time?  Ive already implemented if you don't have a plan on your tuen, your skipped rule.
: Re: Question or two about DnD 4 ed.
: Maze May 31, 2009, 05:00:26 PM
How long does it take in average for one player to be done his move action and his standard action?

If the planning isn't what is slowing down the combat, what else is it? Unless each player is constantly referencing to his powers taking forever to figure out the elementary school math (no offense, but it's not rocket science), are you yourself taking a long time with your NPC opponents?
: Re: Question or two about DnD 4 ed.
: dragonshaos May 31, 2009, 05:24:05 PM
I have a number of npc opponents to move and attack with, and my turn is the quickest.  I think what's taking so long is the players are unorganized and can't find all the bonuses they get to attacks/damage rolls and they take too much time planning things out with each other.  I can use the character builder cards and give those to them in it's simple form and get rid of the notcards with pasted abilities on them to cut back a bit of time.

I think the main time consuming thing is that they all try to position themselves a certain way to maximize effectiveness during other players turns and can't seem to do the basic math sadly.
: Re: Question or two about DnD 4 ed.
: clockworkjoe May 31, 2009, 08:23:29 PM
Everyone should have a character builder print out of their character - with all of the math and powers figured out and the text of their abilities written up.

If they still have problems, do the math for them. Keep a cheat sheet with all of their bonuses then just ask them what they rolled. You will tell them if they hit or miss.
: Re: Question or two about DnD 4 ed.
: dragonshaos June 01, 2009, 01:04:59 AM
If they still have problems, do the math for them. Keep a cheat sheet with all of their bonuses then just ask them what they rolled. You will tell them if they hit or miss.

Ill probrably have to do that for them...
Friend just got the Character Builder to work on my laptop (vista) with the latest version so I'll go make their characters again.