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Temporary HP icarusremade November 29 2008, 03:52:11 UTC
I hate to be the bearer of bad tidings, but temporary HP don't stack. :( You lose HP from temp HP first, and if you gain more temp HP, it just replaces your existing stash (if it's greater than what you've got). (The only exception I know of off the top of my head is one of the new fighter builds in the Martial Power sourcebook.)

I'm not a nit-picky rules lawyer, but this was something I didn't know about either. I love 4E, but it's got enough similarities to 3E that my players and I have made a lot of erroneous assumptions. I highly recommend the following forum thread to get a quick (re-)fresher: http://forums.gleemax.com/showthread.php?t=1095104

Thanks for the great comics, Aaron! I can't wait to get my hands on Extraterrestrial Credit!

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Re: Temporary HP ps238principal November 29 2008, 04:10:00 UTC
Yeesh. So much for "simpler." I think they'll have the same troubles translating this system to the eventual computer game(s) as with 3.5.

So as I read it, if I get 5 temporary hit points (THP) from a curse, and then I get 10 from a spell, I only have 10, since its the higher number. Those get "used" first as I'm attacked, and I only get "more" THP when another THP source gives me more than my current total, and that becomes my new THP pool?

Wow. We would so have died. Though I think we were playing as if THP expired as soon as you left combat. It's nice to know you can keep them until a rest.

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Re: Temporary HP icarusremade December 3 2008, 13:45:56 UTC
Well, if you leave combat, you are almost always going to take a 5-minute (ie. "short") rest. That's when you get to use as many healing surges as you want to heal up. Since that's a rest, your temp HP go away.

I play the same sort or warlock (dark pact, armor daily, even the vampiric encounter power that gives temp HP), I love it and he's still very effective with +5 HP (he's 2nd level) each time a cursed enemy dies. The only downside is that our group has two warlocks, and curses can't stack (or overwrite each other). I'm running a human and blowing most of my feats on armor and shields to make him a melee warlock.

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Re: Temporary HP ps238principal December 3 2008, 18:30:29 UTC
Ours mostly whiffed with his staff attacks, though he did crit with it once, to everyone's astonishment.

And for Wizards, our DM thinks he read somewhere that they can apply their INT bonus to armor class instead of DEX. Anyone know if that's so?

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Deals ext_135650 November 29 2008, 04:45:31 UTC
For those of us north of the border there is http://www.redflagdeals.com, broken down into categories.

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Re: Deals ps238principal November 29 2008, 06:10:18 UTC
It's telling me that this is the "identity page for" and then the link HTML. Is that because I'm in the US?

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Re: Deals ext_135650 November 29 2008, 14:03:31 UTC
You're referring to the link right underneath the "Deals" title? That's what OpenID put in as my identification information. (Haven't used OpenID much, wasn't quite expecting that, but doesn't it just roll off the tongue?) The actual site, http://www.redflagdeals.com, doesn't pop out.

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Also playing "Keep on the Shadowfell" st_evil November 30 2008, 14:31:25 UTC
Though our DM is putting a Egyptian spin on it. We've a fiver person party and so far we're holding up pretty well. I'm playing a paladin, which seems to do much better when surrounded by hoards of enemies. :D I don't usually play fighter types and I 'm having fun with the role.

We have a paladin, cleric, warlock, wizard, and a rogue.

We have found that we need to stick fairly close to cover each other. You don't have the same level of self sufficiency that you did in 3.5 Definitely look for ways to gain combat advantage so your rogue can pile on the damage. Also, We've seen a lot more tactics involving the new "charge" and "bull rush" moses. You can sometimes put moving opponents to good use.

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Re: Also playing "Keep on the Shadowfell" ps238principal December 2 2008, 04:22:41 UTC
We do tend to get spread out. I wonder if we could do something like a "semi-circle around the spellcasters" thing? That might eliminate the ability to use burst spells, but if we get those off early enough...

And we'll just be glad to get through with this module's flavor of Kobolds. Some of those darn things can just shift right along with you when all you want is a nice unprovoked square to shoot at his comrades. :)

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Restating your wizard anonymous December 1 2008, 16:52:50 UTC
If you're unhappy with your wizard, you should try using Flaming Sphere or Sleep and you daily power ( ... )

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Re: Restating your wizard ps238principal December 2 2008, 04:24:33 UTC
That's a great idea, thanks!

I believe our DM is going to give us the chance to do some respec'ing at the end of this module, since we're having a collective learning experience.

I just need to ask if I can have the special feat, "yell at other players to NOT hit the sleeping guy, even though our characters can't communicate at the moment."

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Re: Restating your wizard anonymous December 2 2008, 15:52:07 UTC
Actually, they would want to hit the sleeping guy(s). The ongoing effect of being unconscious doesn't go away until the creature(s) save. That pretty much means you can attack all you want and they won't wake up.

Plus, talking/yelling/etc. is a free action, so go ahead and yell as much as you want to (within reason). 4e emphasises coordination, so its reasonable to assume that your PCs are in constant contact with each other.

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Keep on Shadowfell anonymous December 1 2008, 17:35:31 UTC
Just to reinforce some of what was said before, I DM'd this module, and I noticed that when the fighters would go off in their own battles is when things would fall apart. With a Pally and Cleric in your party to act as armor and healing, your warlock and ranger should be able to cut down foes pretty quick... and the wizard just help out with it. The key is to stay together, which I think is more realistic anyhow. I think the problem is that the new system is more tactical, and tactical in a different way... so there is a learning curve there....

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Re: Keep on Shadowfell ps238principal December 2 2008, 04:26:05 UTC
We do spread out a lot; I'll see if the other guys will try to stay closer together.

How close do you usually stay with others? That is, how many squares apart are you? I think if we're too clustered, the memories of several area effect spells some of us were toasted with will spring to mind.

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