I think Korupt just got his little daughter, Tim is stuffed up with allergies, Maeve will probably have to feed Rafy and I will probably not be able to participate as I want to finish my bath tub as soon as I can.
Umm I dont think that rule should apply to the DM lol.
At least, I dont apply it to myself in my games (Even though I rarely am the one we are waiting on (except week-end)
Also, as a reference, creatures marked by me that do not attack me get a -3 to their attack...
And if a creature marked by me does not attack me, I can do either an immediate reaction or interrupt depending on what I feel like :)
So if your DSS1 actually did it's Draw to Doom on Wyndiam, which it didn't because of OAs, it would have had a little surprise waiting for it :)
Question for everyone: how many immediate actions can you do in a round? I have an at will interrupt and reaction so just wondering how many times I can use them each round.
Thanks.
EDIT: Nevermind, found the answer... only one immediate action per turn.
ok, question again... I thought on a critical hit you only did max damage?
So based on what you put in IC, your damage with your dagger is 1d4+7, so a crit would be 11 damage no? Why since you have a crit you put crit damage to 1d6+11 in OCC? Is that to replace the 1d4+7 or is it extra damage?
Am I missing out something or do you have a special feature, item or feat that lets you do it?
Sorry for the questions, just trying to put my head back into 4E.
If you look at your magical weapon (assuming you have one), there is a line for the critical bonus :
Exemple : Critical : +1D6 per plus
Sometime there is other type of critical bonus (knock prone, none, 1D6 or 1D10 vs X creature type.
In a critical hit, you maximize all the regular damage you would had done (Including sneak attack, Quary,etc.).
But you still have to roll the Dice granted by the crit itself (magical crit bonus from weapon, high crit proprety,.etc)
So in the roll I did, 1D6 comes from my magical weapon bonus, and the 11 is the maximize regular attack (1D4+7)
DIFFICULT TERRAIN
Rubble, undergrowth, shallow bogs, steep stairs, and
all sorts of other impediments are difficult terrain that
hampers movement.
- Costs 1 Extra Square: Each square of difficult terrain
you enter costs 1 extra square of movement.
- Large, Huge, and Gargantuan Creatures: If such
a creature enters two or more squares with different
types of terrain, count that square of movement
according to the most difficult terrain. Count only
squares it is entering for the first time, not squares it
already occupies.
- Ending Movement: If you don’t have enough movement
remaining to enter a square of difficult terrain,
you can’t enter it.
- Flying: Creatures are not hampered by difficult terrain
when flying.
- Terrain Walk: Some creatures have a special ability
to ignore difficult terrain in specific kinds of environments.
For example, dryads have forest walk, which
allows them to ignore difficult terrain in forests.
Because difficult terrain costs 1 extra square of movement
to enter, you can’t normally shift into a square of
difficult terrain. On the other hand, if a power lets you
shift 2, you can shift into a square of difficult terrain.
Gallo, do I have to spend a healing surge or do I just regain the value of a healing surge +2?
EDIT: ok, I guess not
Quote:
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Second Wind
You can dig into your resolve and endurance to find an
extra burst of vitality. In game terms, you spend a healing
surge to regain some of your lost hit points, and
you focus on defending yourself.
Unless otherwise noted in the statistics block of a
monster or a nonplayer character, this action is available
only to player characters.
SECOND WIND: STANDARD ACTION
- Spend a Healing Surge: Spend a healing surge to
regain hit points (see “Healing,” page 293).
- +2 Bonus to All Defenses: You gain a +2 bonus to
all defenses until the start of your next turn.
- Once per Encounter: You can use your second
wind once per encounter and can use it again after
you take a short rest or an extended rest. Some
powers (either yours or another character’s) allow
you to spend healing surges without using your
second wind.
Tata, for the artificer power, you dont spend an Healing surge but regain your surge value +2.... Gallo will have to spend or ask someone else to spend a surge after the battle to be able to regain the use of his healing power (create some sort of admixture)
It is the only healer I know who work like that (other make you spend your surge right away).
Modran : They removed the magic item per milestone rule some time ago in the errata. Unless Timlaff want to keep the original ruling, you can use as many daily item power you want (well only once per daily power, but you dont have to restrict it to 1 per 2 battle as before)
Tata, for the artificer power, you dont spend an Healing surge but regain your surge value +2.... Gallo will have to spend or ask someone else to spend a surge after the battle to be able to regain the use of his healing power (create some sort of admixture)
It is the only healer I know who work like that (other make you spend your surge right away).
Modran : They removed the magic item per milestone rule some time ago in the errata. Unless Timlaff want to keep the original ruling, you can use as many daily item power you want (well only once per daily power, but you dont have to restrict it to 1 per 2 battle as before)
Errata rules for magic item and milestone is fine with me.
Spider Hits Titan, Liam and Wyndiam.. All restrained.