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Ever have a simple, straight-forward rules question that you can’t figure out the answer to? Ask it here. No question is too simple. No more worrying about whether your question is “worth” starting a thread. Ask here and receive an answer. You are, of course, welcome to start a thread for your question, and if you think your question is subject to many interpretations or will start a debate, you are encouraged to start a new thread for it.
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{The first several versions of this thread seemed to run pretty efficiently, but if you have any comments about how this thread could be improved please PM me.}
Please start over with the numbering. Thanks.
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Q. 1?
In DnD 4th Ed., when the PCs roll a high enough monster knowledge check to gain knowledge of powers, how much info are we supposed to give them? Just names, or full effects? Is this a strictly "DM call" gray area?
Q. 2
Is line of sight required for targeted effects (I.E. Not blast/bursts.) For instance, an ally within a thick fog is within range for you to affect him, but you can't see him, therefor your character wouldn't know his exact location. Will the power still work?
Q. 3
Do skill challenges (called encounters in the books, I believe) count towards milestones? IE Would a fight and a skill challenge would be one milestone?
The QA Threads were temporarily merged, then split again after some voting. It was agreed to have one DnD 3.5 thread and one 4e/Everything Else thread. It seems that they were right and there are much fewer "4e/Everything Else" questions.
A 1
By RAW, you should give them all them the ranges, various keywords and special effects related to each attack. You don't need to read them the stat block, but you should give the players enough information to know how the power works.
A 2
Unless line of sight is specially stated as not needed for a power, then it is needed. So no, you cannot use a power on an ally (or enemy) that you cannot see unless it is otherwise stated that you can.
A 3
Quite simply, yes. They are an encounter and milestones are based on encounters, not combats. This, I am pretty sure, is intentional as Skill Challenges are meant to keep 4e from being hack-n-slash only (at least as far as experience points go).
I don't have the books in front of my, but I don't exactly remember the ability to make knowledge checks to know about the powers of a monster. However, beside each entry in the Monster Manual, there's a list of skill check DCs, and what the PCs find out about monsters by making these checks.
A 2
Unless line of sight is specially stated as not needed for a power, then it is needed. So no, you cannot use a power on an ally (or enemy) that you cannot see unless it is otherwise stated that you can.
A2, Correction
If you lack line of sight, you might not lack line of effect. What is required is line of effect, either to the emanation point of a burst power, or to the target of a single-attack power. If you lack line of sight, you simply cannot see the target, and it is considered invisible to you (grant Combat Advantage, target has Total Concealment against you, and unless you pass a Perception check against the target's Stealth check, you do not know which square the target is in, though it is still totally concealed even if you pass the Perception check). Some powers may require you to be able to see the target, however.
Q 4
How does regular two weapon fighting in the 4th edition works? Not power related, but if someone just wanted to grab two weapons and go to town.
I'm having a little problem with this rule. It may be an opinion question, but how much the RAW is clear on this topic? Where I can find some good opinions on this topic regarding RAW?
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Q 4
How does regular two weapon fighting in the 4th edition works? Not power related, but if someone just wanted to grab two weapons and go to town.
I'm having a little problem with this rule. It may be an opinion question, but how much the RAW is clear on this topic? Where I can find some good opinions on this topic regarding RAW?
A 4
By RAW, you need a power that gives two-attacks to get any real benefit from two weapon fighting (Besides the damage bonus from the feat of the same name).
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A 4
By RAW, you need a power that gives two-attacks to get any real benefit from two weapon fighting (Besides the damage bonus from the feat of the same name).
Q 4 clarification
Not exactly using both weapons at same time, but using either one at a given time. Technically I can only use a weapon in my off-hand if said weapon have the off-hand penalty, but there is room for discution.
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Q 4 clarification
Not exactly using both weapons at same time, but using either one at a given time. Technically I can only use a weapon in my off-hand if said weapon have the off-hand penalty, but there is room for discution.
Unless a power states that it requires the main-hand weapon or the off-hand weapon, either weapon can be used without penalty on an attack. Keep in mind that, unless you have a feat or ability that states otherwise, you can only use weapons with the "off-hand" property in the off hand.
There is no penalty for attacking with the off-hand weapon, but you may not wield an additional weapon for additional attacks (even at a penalty).
Unless a power states that it requires the main-hand weapon or the off-hand weapon, either weapon can be used without penalty on an attack. Keep in mind that, unless you have a feat or ability that states otherwise, you can only use weapons with the "off-hand" property in the off hand.
There is no penalty for attacking with the off-hand weapon, but you may not wield an additional weapon for additional attacks (even at a penalty).
Thanks for the help.
I will make a new thread for the more subjective aspects of this question, though.
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Q - 5 DND 4
Is there an official errata on bloodclaw weapons? Is the dmg added from it untyped or item bonus?
I ask because it can make a defender as good on dmg as a striker (or nearly as good).
In the character builder, one of the available weapons is "Battlefist" a +3 proficiency, 1d8 damage weapon. Descriptive text says it's part of the mace group. It's listed as an "Improvised Melee Weapon" group (as opposed to military melee, simple melee, etc) How does one gain proficiency with "improvised melee weapons," or would a specific feat need to be taken for Battlefist proficiency?
----------Edit: Just found the answer in another thread. Though I'd go ahead and post it for everyone--------------
A6
Only Self-Forged (the Paragon Path) can have battlefists. And only non-warforged can be self-forged.
Are there any playable races light enough to pick up with mage hand? I'm pretty sure not, since the lightest I found is the goblin at 40lb, but I just like the image of a tiny wizard transporting himself with a disembodied hand.
A7 No. However, Tenser's Floating Disk lets you float around a few feet from the ground for a per-day cost.
The reason why Mage Hand won't be able to pick up any PCs is simple: Once you allow that, you have at-will flight at 1st level. Which is a no-go for D&D.
How does the Eladrin racial resistance to Charm effects manifest in combat against monster abilities/powers with the Charm keyword?
I ruled on the fly that the player (running an Eladrin character) had to make an immediate saving throw at +5 to avoid the invisibility effects of Eyebite. She failed the save and so the warlock became invisible to her. Did I screw it up?
How does the Eladrin racial resistance to Charm effects manifest in combat against monster abilities/powers with the Charm keyword?
I ruled on the fly that the player (running an Eladrin character) had to make an immediate saving throw at +5 to avoid the invisibility effects of Eyebite. She failed the save and so the warlock became invisible to her. Did I screw it up?
A8
Yeah... you messed it up. The bonus to saving throws against a power with a keyword (such as Charm, Poison, etc.) only applies if the character is allowed a saving throw against the ongoing effects of the attack. It doesn't grant a saving throw unless it specifically states that it does. Eyebite offers no saving throw (it ends at the start of the user's next turn anyway).
The same thing goes with the Dwarf +5 bonus to saving throws against poison: If the poison slows until the end of the Dwarf's next turn, the Dwarf doesn't get to use his shiny bonus. However, if the poison deals 5 ongoing poison damage (save ends), then at the end of his turn, the Dwarf gets to roll a saving throw with a +5 bonus to get rid of that ongoing damage.
Q9
Thunder weapon (Martial Power, p140) says that effects dealt by hammers/maces get a -2 to saving throws, Cunning Weapon(Adventurers Vault, p67) gives the same effect.
Are these effects cumulative?
Anything else I should look into for a Save-Ends Never End character?
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Q9
Thunder weapon (Martial Power, p140) says that effects dealt by hammers/maces get a -2 to saving throws, Cunning Weapon(Adventurers Vault, p67) gives the same effect.
Are these effects cumulative?
Anything else I should look into for a Save-Ends Never End character?
A9 Yes, they do stack.
However, the only known way to make a true "Never Save, Die" character in 4E, IIRC, is to use the Orb of Imposition Wizard class feature with the Orb of Ultimate Imposition. Deva is the preferred race for this...
Q10(DnD4e)
When a monster with a reach 2 grab attack (like Gricks or Grells) successfully grabs someone, does that attack automatically pull the grabbed character adjacent to them, or does the monster need to do that seperately?
Q11(also DnD4e)
Would a flyer be able to fly while carrying his/her heavy load? Like say, a Grell carrying off the wizard at an admittedly slowed pace but it's still scary because oh crap, they're over a ravine now.
edit: just remembered another question I wanted to ask:
Q12(DnD4e)
Is it possible to take 10 on a Stealth check? Not during battle, obviously, but if a character/monster is taking time to get into a hiding spot.
Q13 [D&D4E]
The Swordmage at-will power Luring Strike, from Arcane Power, says "You shift 1 square and slide the target 1 square into the space you occupied." Are you able to use this power to directly swap places with the target, or do you have to make your shift first while they're still standing in their original position?
A 10 Unless the ability states otherwise, no the grabbed creature is not pulled. A 11 Simply, yes. A 12 By RAW, no. But as a DM, I wouldn't consider this unreasonable in certain situations, especially if the character is traveling a long distance out of combat. A 13 Because the wording requires that you shift first and then slide the target into the space you vacated, you cannot simply switch place by RAW since you cannot enter a space currently occupied by another creature. Powers which allow you to switch positions with another character almost always explicitly state that you can do so. This, for whatever reason, is not one of those powers.
When moving through a wall (say wall of fire, or wall of thorns), do you take damage for every square you pass through, or just when you first enter it? For example:
Code:
| |
|f|
|f|
|f|
|X|
|f|
|f|
|f|
| |
In the above diagram, if you (X) were in a hallway that had been filled with a wall of fire(f), and you tried to move to an open space at either the top of the hallway, or the bottom, would you take the damage once, or would you take the damage each time you entered into a new square? (i.e., take the damage 3 times as you tried to move to the empty space)
The question really seems to go to the working. The wording of most of these says that you take damage when you enter into the Wall's space. Is that the same thing as entering the wall's square?
Yes you can. Making a full attack is making multiple single attacks. It's just like full attacking with a bow in D&D. The firearms rules don't spell it out, but this is the relevant text:
Quote:
Originally Posted by SRD
Firearms
The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target.
How exactly does escaping grabs and pins work? Escaping a grab seems simple enough - just take a standard action and you automatically succeed at clearing 1 grabber, as far as I can tell. However, escaping from someone with the Pin feat seems completely impossible, as you can't take any actions while Pinned (until the grabber's next turn, when...they Pin you again).