Drinnik Shoehorn wrote:a level 10 fighter with a BAB of +10/+5 and a strength of 18 can attack 2 enemies.
Ehh... no. I'm pretty sure that according to the rules, he can't attack two enemies. His attacks go to ONE enemy, he can't split the attacks.
Ahem...
SRD wrote:If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
you've been playing full attacks wrong all this time?
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
Actually no, I played it as mentioned but I thought I was playing it differently than what was stated in the rules. Most other DMs I had, insisted on the fighter making all the attacks on the same target.
What I didn't play was the 5foot step.
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
"I am not mad, no matter what you're implying." - Litalia My DMGuild work!
alhoon wrote:Actually no, I played it as mentioned but I thought I was playing it differently than what was stated in the rules. Most other DMs I had, insisted on the fighter making all the attacks on the same target.
What I didn't play was the 5foot step.
Gotcha... now go tell your DMs they were wrong. And start making 5-foot steps between swings.
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
If I get to run my Whistling Fiend campaign I have planned in 4th Ed, I plan to make the following changes to the system. Do people have any other suggestions?
1) Action points now take a healing surge to use.
2) During a 5 minute rest, PCs can choose to either spend healing surges to heal OR renew their encounter powers, not both.
It takes away some of the heroicness, but still makes the players a cut above the rest of the populace.
I'll stop hijacking the thread now
"Blood once flowed, a choice was made
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
It looks like Carrion Crown is doing well (at least in terms of sales on Amazon) and the flavor so unashamedly Ravenloft in flavor (with a not-so subtle adventure Path starting location of Ravengro) and well thought out/ developed - maybe that's why they pulled back 4e? To avoid comparisons/ clashes.
From what I know of RL 4e, they took the decision months before Carrion Crown was published, so they didn't know how good it was (at least #1, still reading #2).
No relation whatsover, I think.
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
+1. I'm guessing a lot of it has more to do with some of the content (eg. the vampire class) probably being more usable/profitable in a more generic setting or included in the Heroes of Shadow book (that's what it was called, right?)
I think that it's more, at it's core, Ravenloft is difficult to codify in 4th Ed terms. Hell, look at the furor 4th Ed has caused on these very boards. Things like Powers checks, Fear, Horror and Madness saves and curses are a lot harder to couch in 4th Ed terms than the Spellplague, or even Dragonmarks.
They've tried hard to keep the D20 the core die used in the game for decision making rolls, and the d100 doesn't appear in any 4th Ed products to my knowledge, both of which would make Powers Checks difficult to manage to a wider audience used to the more streamlined 4th Ed system than grognards like us.
Curses may be easier to codify as a power, but still look at the charts in the 3rd books (and possibly DoD, I don't have it to hand...) about if a curse holds or not.
Whilst Fear/Horror/Madness checks are difficult to do as there's no concept of the classic saving throw in 4th Ed, the saving throw is a straight 10+ on a D20. You could attach a save to a skill, Insight or Endurance for example, but that would heavily penalise characters who can't/don't have training in said skills.
Making Ravenloft fit 4th Edition is a lot harder than the Realms, Eberron or Dark Sun. Those three are basically classic fantasy with a twist, Ravenloft is a different creature all together, Gothic Horror =/= High Fantasy. 4th Ed, as written, is High Fantasy. That's not to say that 4th Ed and Ravenloft are incompatible, I think the at-will/encounter/daily system for powers is perfect for the setting (and makes adventures like Castles Forlorn easier to run), and there are homebrew rules you can create and even use the old rules for Powers Checks and such from 2nd and 3rd Editions. But to make it a viable product to sell is a completely different kettle of fish.
I think it's better they put Ravenloft back in the box for a while and think more on how to make it fit 4th Ed (because, like it or not, it's that way round. Ravenloft has to fit 4th Ed, not visa versa), rather than make a botch job and release a shoddy product...
...like Champions of Darkness.
"Blood once flowed, a choice was made
Travel by night the smallest one bade" The Ballad of the Taverners.
The Galen Saga: 2000-2005
I disagree with most of the 4e Ravenloft is hard. I didn't have to work too hard to come up with some workable systems for madness and curses and fear / horror. If all that is even really necessary since it could be managed by role-playing.
Drinnik Shoehorn wrote:If I get to run my Whistling Fiend campaign I have planned in 4th Ed, I plan to make the following changes to the system. Do people have any other suggestions?
1) Action points now take a healing surge to use.
2) During a 5 minute rest, PCs can choose to either spend healing surges to heal OR renew their encounter powers, not both.
It takes away some of the heroicness, but still makes the players a cut above the rest of the populace.
I'll stop hijacking the thread now
I like tying action points to healing surges but I still find having to choose between powers and healing frustrating. It will only really penalize melee characters as ranged characters might be able to survive for multiple fights without being hurt.
I might just limit extended rests to story milestones and not sleeping overnight, and instead increase monster damage a dash. And I'd only use monsters from the MM3 and Monster Vault as they tend to be built a little better.