Corey
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« on: July 13, 2009, 01:50:13 am » |
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This is the place I will be posting game mechanics info to help. If you have any questions, please post here.
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« Last Edit: July 13, 2009, 01:57:20 am by Corey »
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Corey
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« Reply #1 on: July 13, 2009, 01:55:37 am » |
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It has come to my attention that some of you are not aware of the benefits that you get from being born in a certain part of the Forgotten Realms. For an example, folks born in the Dalelands have the following bonuses: Since you are from The Dalelands, you get +1 to initiatives and may re-roll any Nature check, but must take the second roll even if it is lower. If you are uncertain which region you have chosen, please drop me an e-mail at Shdwrnnr@aol.com and I will tell you what I have for you and tell you what your bonus is.
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« Last Edit: July 13, 2009, 02:02:32 am by Corey »
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Corey
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« Reply #2 on: July 13, 2009, 02:25:27 am » |
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Combat is handled a bit different in 4E. In the old days you had a move action and a standard action. After you did your standard action, your turn ended. Now there are four types of actions, all of which may be done on your turn.
Standard Action: Although you only get one per turn (unless you spend an Action Point) this can be done at any time during your turn and does not end your turn. It is usually used to attack.
Move Action: This is used for walking, shifting (which has replaced the five foot step) and running. You normally get one per turn but you can sacrifice your Standard Action to move again.
Minor Action: This is used for opening doors, putting away or drawing items and the like. You normally get one per turn, but can sacrifice a Standard Action AND or a Move Action to get multiple Minor Actions.
Free Action: This is used for minor actions like speaking a few sentences, dropping an item on the ground or releasing a hold on an enemy. You can do as many of these as I allow and they are the only action that can normally be used on some one elses turn.
Here is an example. Fingon on his turn sees the rushing orc barbarian. As a free action he says, "Watch out for the orc." Then as a minor action he shifts into wolf from. Now he uses a move action to reach the orc and as a standard action he uses Savage Rend, an at will power, to try to damage the orc and if successful slide him back one square to give this group more time to prepare.
If you are using the DDI Character creator, each of your special abilities are clearly mark at to whether they require a free, minor or standard action to use. They are also marked at to whether they are at-will, encounter powers or daily powers. We will get further into this as needed.
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Corey
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« Reply #3 on: July 15, 2009, 01:40:05 am » |
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Okay I have a question. I posted a map of the outside of the Inn in the post area. It clearly shows the positions of all the bad guys and the villagers. Can you, the players, not see this map and count how many squares there are to reach the bad guys? If this is the case, I need to make adjustments to how we are going to run combat. I had tried to indicate earlier that 4E was a much more visual game. It will be more difficult to just wing combat.
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Dwarmij
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« Reply #4 on: July 15, 2009, 03:57:05 am » |
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 I was going on the assumption that the figures circled in red were the bad guys, in which case my normal movement is not going to get me there in one round so I would have to take the extra movement option to get there as quick as I could. But, you also said you were going to describe what was going on when we got out of the inn, so, I suspected perhaps the figures outside the door might be involved in the conflict or some of the bad guys may have moved from their original positions. So, I put stuff in my post to allow for that. By the way, I count 10 squares ( if I'm allowed to move diagonally, 14 if not.) To the nearest square adjacent to a bad guy for Fingon, ( Provided that it was 5 for me to the door as you said. )
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« Last Edit: July 15, 2009, 04:03:51 am by Dwarmij »
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Corey
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« Reply #5 on: July 15, 2009, 07:17:50 am » |
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 I was going on the assumption that the figures circled in red were the bad guys, in which case my normal movement is not going to get me there in one round so I would have to take the extra movement option to get there as quick as I could. But, you also said you were going to describe what was going on when we got out of the inn, so, I suspected perhaps the figures outside the door might be involved in the conflict or some of the bad guys may have moved from their original positions. So, I put stuff in my post to allow for that. By the way, I count 10 squares ( if I'm allowed to move diagonally, 14 if not.) To the nearest square adjacent to a bad guy for Fingon, ( Provided that it was 5 for me to the door as you said. ) You are allowed to move diagonally, as long as there is no hard corner, as there usually is in a doorway. You can make it to the closest goblin with your full move, even if some one is in your way. I will be describing more in detail about what is outside, once I have a clarification on Nadarr's move.
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Corey
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« Reply #6 on: July 16, 2009, 10:09:16 pm » |
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Okay guys this in the way I want to do combat. Initiative stays the same for the whole combat. That is basic for the streamlined 4E game. Everybody will roll once and add modifiers if they know them. When I am ready I will call one player at a time to tell me their actions. Do not announce in advance what you are going to do. This gives you the opportunity to react to what others do. Nothing is more frustrating that moving to a target and finding it dead, while another target nearby is untouched. You will have a current map at least every turn at the start.
When you move, please give me some idea where you want to move. Towards the bad guys is very generic and you may end your move surrounded by bad guys. On the current map you could have said, for example, Seeing two villagers in trouble near the well, I move in that direction to try and give them time to get away.
In the next few days I will be PMing all of you to discuss your character and how they work. I should have done this earlier, my bad. Thank you all for playing.
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ninjaguineapig
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« Reply #7 on: July 17, 2009, 02:16:25 am » |
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maybe you should grid the map so we can give more accurate positions? ('I move towards square E8' is better than 'I move towards the big goblin')
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Corey
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« Reply #8 on: July 24, 2009, 04:00:10 am » |
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In order to streamline 4E, with multiple attacks there is just one damage roll. Everybody you hit with an attack takes the same damage. So, multiple attack rolls, one damage roll.
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Corey
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« Reply #9 on: July 29, 2009, 08:29:58 am » |
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Time to take a moment to talk about healing in 4E. Pretty much all characters are self healing. You get a certain number of what are called healing surges. The number you get is on your character sheet. When you spend one of your surges, you get a fixed number of hit points back. That is your surge value, also on your sheet. When in combat you you can only surge once on your own. This is called using your Second Wind. For MOST characters it is a standard action. You treat it like spending a regular surge, but you also get +2 to all defenses. Some character powers allow you to surge in combat. Healing Word, a cleric power, allows everyone in an area to spend a surge with bonus hit points added to the total. There is no bonus to Defenses, like your Second Wind, but it does use one of your daily surge total. When you are out of combat, after a short rest, basically a break between encounters, you can spend as many surges as you need to fully heal, but this still takes away from your daily surge total. Once your daily surges are used up, you can no longer heal any more that day, by yourself. Paladins have the power, Lay on Hands, that allows them to spend one of their surges to heal you. Once you have taken an extended rest, usually by sleeping, your healing surges refresh. Evening healing potions allow you to spend YOUR healing surge. No surges left for the day, no healing from the potion. This makes healing less complicated, and less variable. Who does not hate rolling for that potion and getting 2 hit points back? Surge values go up as you level your character to augment your level increases in hit points. Most of this info can be found in the PHB page 291 and 293.
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ninjaguineapig
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« Reply #10 on: July 29, 2009, 09:35:47 am » |
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Surge value is 1/4 hp, isn't it?
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Corey
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« Reply #11 on: July 29, 2009, 10:11:50 pm » |
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Yes it is 1/4 your hit points and bloodied is 1/2 your hit points. Remember in all cases you round down.
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Corey
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« Reply #12 on: July 30, 2009, 01:37:13 pm » |
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Small bit of knowledge here. Although minions only have 1 HP, they can not be killed when struck with an attack that does miss damage, such as Reaping Strike. They can be killed by damage from an area attack that hits another target, like Flame Seed. This one bit my fighter in the ass during a tournament game once.
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Corey
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« Reply #13 on: November 11, 2009, 02:37:38 pm » |
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Critical hits in 4E do not need to be confirmed, they just do max damage and with some weapons, extra dice.
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Corey
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« Reply #14 on: December 22, 2009, 12:49:16 pm » |
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As to Second Winds, remember that you get 1 per encounter and when you use it, you get +2 for all defenses till the start of your next turn. It does not provoke an opportunity attack, so it is best to use it BEFORE any movement to give yourself the extra protection.
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