tag:blogger.com,1999:blog-3342640173817458901.comments2023-09-21T10:30:10.699+02:00Square FireballsPericohttp://www.blogger.com/profile/12414348870266960204noreply@blogger.comBlogger761125tag:blogger.com,1999:blog-3342640173817458901.post-20880168811097086842022-03-04T20:52:00.838+01:002022-03-04T20:52:00.838+01:00This comment has been removed by a blog administrator.badalyankowskihttps://www.blogger.com/profile/06142331955961428833noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-75538227947563889852022-02-28T07:55:46.977+01:002022-02-28T07:55:46.977+01:00This comment has been removed by a blog administrator.abnoruccellohttps://www.blogger.com/profile/15617685106660883381noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-56680378615154489712022-02-02T12:42:06.135+01:002022-02-02T12:42:06.135+01:00This comment has been removed by a blog administrator.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-18367653880960027062022-02-01T04:46:47.351+01:002022-02-01T04:46:47.351+01:00This comment has been removed by a blog administrator.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-68532502320507413642019-09-12T03:55:26.656+02:002019-09-12T03:55:26.656+02:00Necroposting 8 years after the fact to the benefit...Necroposting 8 years after the fact to the benefit of probably just myself: Assassin's Shroud damage is in fact a separate damage instance that can be boosted by the player in numerous ways, most notably by vulnerability triggers and "extra damage" features. Assassin's Shroud very clearly says this.<br /><br />https://www.enworld.org/threads/look-very-carefully-the-shroud-assassins-handbook-by-erachima.469376/erachimahttps://www.blogger.com/profile/17386503118074813952noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-24368717423903217872018-11-03T11:36:44.810+01:002018-11-03T11:36:44.810+01:00This comment has been removed by a blog administrator.atif xhaikhhttps://www.blogger.com/profile/02930570824595079707noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-36832382915530344902018-07-26T08:33:15.162+02:002018-07-26T08:33:15.162+02:00This comment has been removed by a blog administrator.angel lipahttps://www.blogger.com/profile/02280921449816469362noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-53333697357446880262017-08-15T21:57:17.215+02:002017-08-15T21:57:17.215+02:00This comment has been removed by a blog administrator.Bloggerhttps://www.blogger.com/profile/07287821785570247118noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-70842114618199678592017-08-13T06:30:49.541+02:002017-08-13T06:30:49.541+02:00This comment has been removed by a blog administrator.Bloggerhttps://www.blogger.com/profile/07287821785570247118noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-19493209867943243822017-06-02T22:02:42.791+02:002017-06-02T22:02:42.791+02:00Claim FREE bitcoins over at Easy Bitcoin Faucet. 1...<b>Claim</b> FREE bitcoins over at <a href="http://claim-btc.syntaxlinks.com/r/EasyBitcoin" rel="nofollow"><b>Easy Bitcoin Faucet</b></a>. <b>11 to 33</b> satoshis per <b>10</b> minutes.Bloggerhttps://www.blogger.com/profile/07287821785570247118noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-14530680540890991762017-05-04T03:09:44.429+02:002017-05-04T03:09:44.429+02:00There's SHOCKING news in the sports betting wo...There's SHOCKING news in the sports betting world.<br /><br />It has been said that every bettor needs to look at this,<br /><br />Watch this now or quit betting on sports...<br /><br /><b><a href="http://sports.syntaxlinks.com/r/SportsCashSystem" rel="nofollow">Sports Cash System</a></b> - Robotic Sports Betting Software.Bloggerhttps://www.blogger.com/profile/07287821785570247118noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-19567784967879874792017-05-03T07:50:21.584+02:002017-05-03T07:50:21.584+02:00There is SHOCKING news in the sports betting indus...There is SHOCKING news in the sports betting industry.<br /><br />It's been said that every bettor must watch this,<br /><br />Watch this now or quit betting on sports...<br /><br /><b><a href="http://sports.syntaxlinks.com/r/SportsCashSystem" rel="nofollow">Sports Cash System</a></b> - Automated Sports Betting Software.Bloggerhttps://www.blogger.com/profile/07287821785570247118noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-55511225055254355792016-12-17T15:24:24.457+01:002016-12-17T15:24:24.457+01:00This comment has been removed by a blog administrator.Shehroz Ahmedhttps://www.blogger.com/profile/16985637572657998491noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-30148744948526992492016-04-11T21:39:10.957+02:002016-04-11T21:39:10.957+02:00I'm a DM and I just had to stop using solos be...I'm a DM and I just had to stop using solos because of Reaper's challenge. And now it's just not funBraidhttps://www.blogger.com/profile/11712227462326735487noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-13104831545839974842015-03-03T03:57:23.518+01:002015-03-03T03:57:23.518+01:00I know its a old post, but just wanted to share my...I know its a old post, but just wanted to share my opinions on this class.<br /><br />I love it and hate it at the same time.<br /><br />Love the flavor and the possibilities, and the fact that you are kinda a Sith Darklord.<br />Love the Soul eater at will that is really great on a Charger build.<br /><br />Hate that we seriously lack hexblade powers, apart for the at wills the encounter power and one Daily at lvl26, none of the other powers have any real synergie with your pact weapon (apart for the obvious weapon+implement synergies).<br /><br />i've played a Revenant/Tiefling Infernal Blade that had made a Pact with one of his Ancestors when he was on the brink of death, brought him back to life and offered him a new arm( his right arm was ripped off, used the gauntlet axe item to represent this) and reconstructed part of his face( who also was seriously damaged) by using the Hel; of Seven deaths item( by Dm authorisation).<br /><br />And i loved it.<br /><br />But like i said and anyone that played a Hexblade or looked at them knows, they have serious problems.<br /><br />For a long moment i though i would "steal" some encounters powers from the Sorceror or the swordmage and reflavor them and simply add the implement keyword.<br /><br />Then i though that maybe i could mimic the Sorceror feat, Sorceror blade channeling, who lets the Sorceror use his powers at a melee range instead of ranged.<br /><br />So thats a start, something like"...when the Hexblade uses a Warlock power and has his pact weapon manifested, he can decide to use that power in melee instead, he then replace the power damage dice with its pact weapon damage..."<br />Or something the like, also maybe adding something like if the power has a burst or blast , it becomes a close burst/blast instead.<br /><br />Another idea was to instead add more encounter powers, just add Special attacks or Rider effects to the pact weapon, a bit like with the Unseelie agent or the Fighter power strike power.<br /><br />This would allow for more versatility and adding effects on the at will and the encounter pact powers.<br /><br />Another thing that hexblades terribely lack are Class feats, since its technically a Warlock you can select Warlock feats, but a huge amount of them require the Warlock curse to work, Class power that you don't have.<br /><br />We could have Feats that lets you shiftshape the form of your pact weapon for the encounter for a minor action or a move action, and gain the benefits of that kind of weapon, like if you want to change the shape of your weapon into a Spear or a Claymore.<br />Feats that lets you summon your pact weapon in the exact same way has the Shadow-wrought weapon of the Unseelie Agent theme, could always be handy if you are in a situation with your equipement.<br /><br />Feats that adds effects, or that lets you make a free attack when some requirement is met or anything else,or that modifies your pact boon.<br /><br />Also a feature that lets you partially polymorph temporary into your patron, Wings/legs for added speed and mobility, Horns/claws for more damages, Skin for more durability etcSlayer le boucherhttps://www.blogger.com/profile/04320315747215626458noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-86407264226925760862014-12-16T01:48:19.555+01:002014-12-16T01:48:19.555+01:00What also works is having a CON-based Runepriest w...What also works is having a CON-based Runepriest who keeps a bunch of Protective scrolls with him that he hands out to allies when they need it. If the Runepriest gets feats to increase the amount and size of his Healing Surges, he can make a BIG difference. All of a sudden, the squishy guy with no healing surges went from almost dead to barely hurt, plus has a substantial bonus to his Defenses. True, the runepriest runs out of Healing Surges faster, but if he has the right feats, he can have a substantial amount of them. And i can tell you from experience that a Runepriest is NOT a boring role to play. You get to heal guys, and play around with the Defenders at the same time.Anonymoushttps://www.blogger.com/profile/01081018751448404583noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-57189327770005671842014-09-05T07:50:39.754+02:002014-09-05T07:50:39.754+02:00This comment has been removed by a blog administrator.otr214426https://www.blogger.com/profile/11506348488537865344noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-75700140832172406612014-08-27T09:16:37.259+02:002014-08-27T09:16:37.259+02:00This comment has been removed by a blog administrator.otr214430https://www.blogger.com/profile/13815701168483516808noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-76426900003443603572014-08-27T09:15:28.444+02:002014-08-27T09:15:28.444+02:00This comment has been removed by a blog administrator.otr214430https://www.blogger.com/profile/13815701168483516808noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-24602976168284420162014-08-10T17:35:43.608+02:002014-08-10T17:35:43.608+02:00I get the sense that some things really need two m...I get the sense that some things really need two modes of design.<br /><br />Having a "Well, let's make this simple for inexperienced DMs" should come with the caveat "but let's not make this a straight jacket." I mean, I've found that with a decently optimized party, 4E's basic mechanics (in terms of determining enemy damage/etc) are actually ridiculously low in terms of difficulty. Using custom designs is largely there to allow for a higher level of game difficulty.<br /><br />Speaking of the Shadowfell, my campaign literally just got OUT of the shadowfell, and are now fighting against a literal army of the undead. On the other hand, MOST of these undead don't have radiant vulnerability. They're 100% poison immune, but then again, the Assassin picked up the "I bypass poison immunity" feat. Which is good, because she also has Ghost Scorpion Strike, allowing her poison attacks to bypass the insubstantial property.<br /><br />I think the "High amount of custom content" and "Low amount of custom content" styles of play are basically two entirely different games. I mean, they use the same core rules set, but it occurs to me that my methodologies would simply not work for someone who doesn't want to put in the time and effort.Thomashttps://www.blogger.com/profile/06501193079029723696noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-79136508707847946472014-08-10T17:30:09.935+02:002014-08-10T17:30:09.935+02:00"Immune to all damage" mechanics are alw..."Immune to all damage" mechanics are always "Until X, Y" style. You really have to build enemies for your PCs to make that work. So, "until the target is dazed, it's immune to damage" is obviously a bad design choice if your party doesn't have any dazing effects (though terrain attacks can be used, of course).<br /><br />I'm sure some people complain that that's too "video gamey" but I've always found that to be a feature rather than a bug, and frankly the same people who complain about that sort of thing should probably just convert to 5th Edition (as opposed to 5th Edition Now, my blog-updating now! Okay no it never updates QQ) or go back to 3rd edition, due to the design ideologies involved.Thomashttps://www.blogger.com/profile/06501193079029723696noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-45966509173648279912014-08-10T07:07:34.434+02:002014-08-10T07:07:34.434+02:00Note that the Silvered thing is mostly a backwards...Note that the Silvered thing is mostly a backwards compatibility thing - as far as I'm concerned, I will never design a monster with that rule, nor DM an adventure where such a thing is relevant.<br /><br />I'll see if I can find a simpler wording for resistance reduction (and the rest of the rules in the article, as we are on it). Using vulnerabilities for that was probably too cute, there.<br /><br />As for "Immune: All", I guess I could add the option of immunities with a Condition just for that, but I'm not sure it's worth the effort. It doesn't really look like a particularly fun mechanic.<br /><br />Pericohttps://www.blogger.com/profile/12414348870266960204noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-57701950361045419542014-08-10T06:54:14.333+02:002014-08-10T06:54:14.333+02:00While I don't doubt that using custom monsters...While I don't doubt that using custom monsters for a specific campaign provides excellent results, it does take a lot of effort and skill to do right. I'd rather have some rock-solid monster building guidelines, so that inexperienced DMs (or those without a ton of extra time) can always count get something useful out of the book. <br /><br />Regarding resistance removal mechanisms, they get the job done, but at the end of the day, you have all this complex system for damage types whose sole purpose is to force players to spend a feat so they can ignore it. I'd rather remove resistances altogether and treat damage types as pure flavor. But what I'd really like to have is a system where resistances and vulnerabilities can be relevant without ruining the game.<br /><br />Not that it's easy, of course. Single-element spellcasters are a popular character archetype, and the game needs to support those. Is our system robust enough to handle a Necrotic specialist adventuring with a Sun cleric ally, during an entire campaign in the Shadowfell? I want the former to feel somewhat weakened but not useless, and the latter to be advantaged but not overpowered.<br /><br />Eventually (that is, when I get to that chapter), I'd like the game to have feats and magic items that reduce (but not completely remove) resistances, at a cost that is not too steep, but remains significant. These are mostly aimed at mono-element characters - regular PCs using a variety of damage types should probably be able to cope with a power or two sometimes hitting for less.<br /><br />As for blanket vulnerabilities for monster groups, I think they should be mostly fine for isolated encounters, but probably need some compensating mechanics for heavily themed campaigns - something that does NOT remove the vulnerability (otherwise, what's the point?), but somehow makes attacks of that type dangerous or less effective. That could be handled through special environment properties, that add a critical failure chance to those attacks, or make them less accurate (though still more damaging), or something like that.Pericohttps://www.blogger.com/profile/12414348870266960204noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-78704523103848639222014-08-10T04:20:52.424+02:002014-08-10T04:20:52.424+02:00I build all my monsters from scratch. I threw out ...I build all my monsters from scratch. I threw out the DMG's guidelines a long time ago, in pretty much every sense of the word. Running at epic level, I have pseudominions that have 50 HP, that can be taken down in one actual hit, but can't be autokilled easily via autodamage (ala Fire Shield and the like); stuff like that. I've lowered defenses a bit across the board, upping hit chances.<br /><br />Generally, I have enemies just default to all having the same NADs. It's boring, and there are some exceptions, but it's easier to avoid the defense fluctuation issue. The exceptions go as follows:<br /><br />"Brutes" are high fort, low reflex.<br /><br />"Skirmishers" are high reflex but not higher than AC, and have low fort.<br /><br />"Mages" and "spiritual undead" types are low fort, modest reflex, and high will.<br /><br />The balance here is that, enemy reflex will never be higher than enemy AC, so you know your vReflex attacks will never be super inaccurate. Fortitude fluctuates the most, being high/low, whereas will is generally consistent. On the other hand, since I tailor encounters to my PCs, and none of them really HAVE vWill attacks, it's largely a moot point.<br /><br />In regards to damage types, the system simply has developed so that PCs have mechanisms to ignore resistance. Yes, it kills the meaning of resistance in the first place (on the monster side anyway) but I don't consider that a bug, really, and since it requires feats/boons/whatever, which are presumably a finite resource, it's not terribly OP. Immunity is a bit more difficult to get around, but certain items are there to allow for it-and the most elementally geared character has Burn Anything (Everything?) so it's not that big of a deal.<br /><br />I really really don't endorse the "let's add more vulnerabilities into play!" model. That's like 3E, where you're playing a rogue so you may be god tier when you get 5 attacks against a human but oops! this encounter is a Stone Golem, so have fun being useless. 4E characters have their powers set not for one encounter, but for all encounters. While a "enemy is resistant in one encounter, but vulnerable in another" method may have the overall total level of usefulness of a character be level, the deviation between them is too wide. In addition, it's much easier to bypass resistance than it is for enemies to negate their own vulnerability, so a 1 for 1 conversion ("this monster is resistant, so this other monster has to be vulnerable) is ill advised.<br /><br />Really, I advise building monsters to fit your PCs, and building PCs to fit your monsters. Gear that addresses PC weaknesses (as in, something that allows characters to be effective *despite* the presence of resistance/immunity) is the simplest way of handling this. Other than that, resistances/immunity are mostly thematic.Thomashttps://www.blogger.com/profile/06501193079029723696noreply@blogger.comtag:blogger.com,1999:blog-3342640173817458901.post-22193885272416851832014-06-13T05:19:40.160+02:002014-06-13T05:19:40.160+02:00It's good to see a new blog post on here.It's good to see a new blog post on here.Tim Bakerhttps://www.blogger.com/profile/07682826627977565611noreply@blogger.com