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captainfish

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D&D Adventure Info and Rulings

Hey guys,

I figured this is the easiest way to make sure that everyone knows this, and I'm posting it while I'm out getting the adventure.

We're going to be running a 4th level adventure, make a lvl 4 dude. That means you get the three magic items (levels 3, 4 and 5) and gold equal to a 3rd level item to buy magic stuff. Magic stuff includes anything with an enchantment, but I think it also means ritual components and magical items. For example, when I made Frye I took camouflaged clothing on the presumption that it's mundane, but I paid for my everlasting torch, since it's "magical". It probably won't be a huge issue, and if you really need that money for something else I can probably be convinced otherwise (especially if you can think of some backstory hooks). Feel free to choose whatever feats, powers, or backgrounds you wish to take.

There are also some rulings I wanted to clarify in light of the new updates, and there are also some rules that I will be dealing with differently than in Outerspace.

Action points: You can use these to spend an extra action while dazed or after a charge, 

Skills and aiding: I'll let anyone who hasn't rolled the same action aid if they want to. In a turn based situation, you'll have to use your turn to aid, taking the same action as the desired one. (ie aiding a jump is a move, which will still let you attack, as long as you end up adjacent to the dude) Also, you can spend a standard action to aid another during combat, providing a +2 to attack or defense, without a roll (it was an easy dc before).  A heal check can also be used to grant a saving throw, if you don't have a power that does so.

Move actions: Must be taken at one time, cannot break it up with other actions. ie you can't move, pick up a thing or attack, then continue to move, unless you have a specific thing that lets you, but you can walk into a room and see whats up (reveal fog and what not), then keep moving.

Prone: If someone falls prone, I'll be applying the -2 penalty to melee and removing flank, everything else is fair game. The main penalty will be the move action to get up. Teleporting will not let you stand up, unless you teleport above ground and make an acrobatics check to flip on your feet. (Hop Down, 10 feet fall 15 dc)

Teleportation: I will not be using the saving throw if teleported into dangerous territory, but the monster may attempt to save on arrival depending on the place. He might grab the edge of a pit, but will be helpless in the middle of one. If teleported straight up, he will take the fall damage, but won't provoke from falling next to enemies.

Criticals: Everything that you roll regularly will max out on a crit. If you have sneak attack, ranger's quarry, warlock's curse or assassin's shades they will all max out. If you crit and decide to use a magic weapon, it will max out any damage (eg full 6 damage plus ongoing fire for a flaming weapon daily use).

I hope that's everything that might come up. Once again, I'm not completely set in stone on this, I can be convinced otherwise with enough reasoning. 

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