Please post your questions regarding fourth edition rules (and typos) here.
I'll get the ball rolling.
Can a caster use the weapon focus feat on her impliment? Considering they are to a caster what a bow is to a ranger, it makes sense. But it isn't strictly expressed in the rules one way or the other.
I'm going to lean heavily towards "no" on that one.
First, implements aren't members of a weapon group (except for staves). They're not even weapons (except for staves). Second, you don't make damage rolls with your implements like you do with your weapons. Even if you're using the implement to boost your powers, it's not really the implement that's doing the damage. (All powers can be used without an implement.) I suppose you could take weapon focus for your implement and apply that to rolls to physically thwack someone with it (or bean someone with it, if it's an orb) as an improvised weapon, but even that's a stretch since that's not a weapon group. (Unless you're willing to count "None" as the name of a weapon group.)
I was trying to find a 4e equivilant of a wizard taking weapon focus: ray in 3.5.
I find it odd that there isn't a balance there in 4.0. When a melee striker uses a weapon that they have prof. with, they automatically get +2 or +3 to hit (depending on the weapon), and casters can't get a bonus like that.
So I was hoping that all types of strikers could at least benifit from weapon focus.
All strikers rely on their powers and exploits to deal damage. And all strikers also rely on attack rolls. Rangers and Rogues both get a pretty nice bonus just for weapon proficiancy, one that warlocks (and wizards too) don't seem to get. In addition, a rogue or ranger can take weapon focus to boost that attack up even more.
If warlocks (and mages to a lesser degree) didn't rely on attack rolls for every single spell they have, I would swallow it a bit easier.
But look at it this way, two strikers with an 18 in their primary attack.
Rogue: +4 to hit from dexterity, +3 to hit with his katar or dagger from weapon prof, +1 to hit from weapon focus, +1 to hit from magical dagger = +9 to hit.
Warlock: +4 to hit from charisma, +1 to hit from magic impliment = +5 to hit.
Thats pretty substantial difference. I would think that a game that is so focused on balance would enable all classes to use weapon focus to help boost their only method of attack. Thats what leads me to think that its possible.
I wouldn't be at all surprised if that's already built into the system balance. For example, most monsters* have AC substantially higher than their defenses, typically obviating the advantage gained by weapon proficiency. A caster and a character proficient in a weapon have about the same chance to hit; a caster has a substantially better chance to hit if he's able to target a weak defense. (Reflex, fort or will.)
Additionally, weapon focus doesn't affect you ability to hit anyway. It increases your damage rolls. Casters have similar feats in the feats that increase the damage dealt by two kinds of keyword spells.
*At least the ones that start with "A"; it's three in the morning.
Oh wow, I feel embarased now. You're totally right Joyd. I didn't consider the different types of defense, and was just looking at the +to hit as a constant. Makes total sense now.
And darn them for changing weapon focus without consulting me first!
I just assumed that it would be the same feat.
Thanks everyone. Hope someone else has a rules question.
Okay, I've read some things about a lot of skills (among others bluff, diplomacy and intimidate) are disappearing. How is this going to things like trying to bluff someone or things like that?
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Bluff, Diplomacy and Intimidate have all survived. A few really narrow skills like Decipher Script and Use Rope are gone, folded into other skills or just made stat checks. Spellcraft has been folded into Arcana with Know (Arcana). A bunch of the athletic and acrobatic skills have been combined into "Athletics", "Endurance", and "Acrobatics". A lot of other skills have been combined with each other, especially the knowledges, and Speak Language is now a feat that lets you speak three additional languages. (Feats are extremely plentiful in 4e.)
In general, if there's not a skill for something, it can just be made as a stat check anyway.
Here is a list of skill conversions--when more than one suggestion is listed, pick the one that you think works best for your game.
Appraise -> Int check, or perhaps Dungeoneering or History, depending on the item being appraised.
Balance -> Acrobatics
Bluff -> Bluff
Climb -> Athletics
Concentration -> Endurance
Craft -> Int check, or a skill related to your craft.
Decipher Script -> A knowledge check or an Insight check
Diplomacy -> Diplomacy
Disable Device -> Dungeoneering check
Disguise -> Bluff
Escape Artist -> Acrobatics
Forgery -> Int check, or History, depending
Gather Information -> Streetwise
Handle Animal -> Diplomacy
Heal -> Heal
Hide -> Stealth
Intimidate -> Intimidate
Jump -> Athletics
Knowledge -> Knowledge
Listen -> Perception
Move Silently -> Stealth
Open Lock -> Thievery
Perform -> Cha check, or Streetwise. There may be a Perform skill added in PHB2 or later.
Profession -> Wis check, or Insight
Ride -> Dex check, or Acrobatics
Search -> Perception
Sense Motive -> Insight
Sleight of Hand -> Thievery
Spellcraft -> Arcana
Spot -> Perception
Survival -> Endurance
Swim -> Athletics
Tumble -> Acrobatics
Use Magic Device -> Thievery, Streetwise or Dungeoneering, if at all
Use Rope -> Dex check, or Acrobatics
ok... so this may be an odd question, but does wielding a two handed weapon still give you the added advantage of strength& 1/2 for your mod? it doesn't say so in the core book, but it does mention that "some one handed weapons can be used in two hands to receive a strength and 1/2 bonus..." i'm assuming that it does still apply to two handed weapons, my DM, not so much... we're looking for another opinion!
Personally i would say no, you are already dealing a heck of a lot of damage normally since your main source of extra damage comes from the powers and not the weapon itself, the weapon only gives you the damage dice you are going to use, the actual multipliers and everything else comes from the powers themselves (with the exception of versatile weapons which grant 1 extra damage point if wielded two handed and the feats that deal modifier damage on a missed hit).
However like pointed before its not really in the rules so if your DM wants to allow it then thats ok, however keep in mind 4e is designed to deal an overall lesser amount of DPR (Damage Per Round) per PC than 3e or any other edition, so with that in mind i would say that even if its not in the rules I believe it wasnt intended to even be considered.
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Well, not in 4E anyways. In 3.5, there's an oft-missed rule in the SRD:
Quote from SRD »
Two-Handed
Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
I know, but since this thread only pertains to 4e rules questions, I assumed answering only within the realm of 4e would be most pertinent.
It is, however the question was made with a directly correlation to 3e mechanics, as such its best to explain the differences between editions as well since this could always be a case of a new player getting confused between edition changes instead of the veteran rule buffs just wondering over a RAW omission.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I know its been ages since this thread has been used (but just wanted to clarify something brought up previously and ask my own question):
First, two handed weapons that are designed to be used as two handed weapons do not do extra damage in 4th edition. However one handed weapons that are big enough to be used with two hands (such as a Bastard Sword) can in fact deal some extra damage. The amount of extra damage is basically just ONE point of extra damage. And it is necessary for the weapon to have the Versatile Weapon Trait.
Okay, as for my own question, I wanted to know if there was anyone who could help me figure out the number and type / level of powers a character (currently just NPC's, Monsters, Gods, and Primordials) gets at each level from 31st level to 40th level in 4th Edition.
The reason I ask is I want to design a Deity / Primordial that happens to be level 35+ but need help figuring out the stats for said character... I kind of have a rough idea of the ability increases, experience, and feat boosts that a character gets at these levels, but have no clue about the powers overall, any help would be appreciated.
P.S. I figured it was okay to post this here since this is a stickied thread?
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I'll get the ball rolling.
Can a caster use the weapon focus feat on her impliment? Considering they are to a caster what a bow is to a ranger, it makes sense. But it isn't strictly expressed in the rules one way or the other.
First, implements aren't members of a weapon group (except for staves). They're not even weapons (except for staves). Second, you don't make damage rolls with your implements like you do with your weapons. Even if you're using the implement to boost your powers, it's not really the implement that's doing the damage. (All powers can be used without an implement.) I suppose you could take weapon focus for your implement and apply that to rolls to physically thwack someone with it (or bean someone with it, if it's an orb) as an improvised weapon, but even that's a stretch since that's not a weapon group. (Unless you're willing to count "None" as the name of a weapon group.)
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I was trying to find a 4e equivilant of a wizard taking weapon focus: ray in 3.5.
I find it odd that there isn't a balance there in 4.0. When a melee striker uses a weapon that they have prof. with, they automatically get +2 or +3 to hit (depending on the weapon), and casters can't get a bonus like that.
So I was hoping that all types of strikers could at least benifit from weapon focus.
But I do see your point.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
All strikers rely on their powers and exploits to deal damage. And all strikers also rely on attack rolls. Rangers and Rogues both get a pretty nice bonus just for weapon proficiancy, one that warlocks (and wizards too) don't seem to get. In addition, a rogue or ranger can take weapon focus to boost that attack up even more.
If warlocks (and mages to a lesser degree) didn't rely on attack rolls for every single spell they have, I would swallow it a bit easier.
But look at it this way, two strikers with an 18 in their primary attack.
Rogue: +4 to hit from dexterity, +3 to hit with his katar or dagger from weapon prof, +1 to hit from weapon focus, +1 to hit from magical dagger = +9 to hit.
Warlock: +4 to hit from charisma, +1 to hit from magic impliment = +5 to hit.
Thats pretty substantial difference. I would think that a game that is so focused on balance would enable all classes to use weapon focus to help boost their only method of attack. Thats what leads me to think that its possible.
Additionally, weapon focus doesn't affect you ability to hit anyway. It increases your damage rolls. Casters have similar feats in the feats that increase the damage dealt by two kinds of keyword spells.
*At least the ones that start with "A"; it's three in the morning.
And darn them for changing weapon focus without consulting me first!
I just assumed that it would be the same feat.
Thanks everyone. Hope someone else has a rules question.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
In general, if there's not a skill for something, it can just be made as a stat check anyway.
Appraise -> Int check, or perhaps Dungeoneering or History, depending on the item being appraised.
Balance -> Acrobatics
Bluff -> Bluff
Climb -> Athletics
Concentration -> Endurance
Craft -> Int check, or a skill related to your craft.
Decipher Script -> A knowledge check or an Insight check
Diplomacy -> Diplomacy
Disable Device -> Dungeoneering check
Disguise -> Bluff
Escape Artist -> Acrobatics
Forgery -> Int check, or History, depending
Gather Information -> Streetwise
Handle Animal -> Diplomacy
Heal -> Heal
Hide -> Stealth
Intimidate -> Intimidate
Jump -> Athletics
Knowledge -> Knowledge
Listen -> Perception
Move Silently -> Stealth
Open Lock -> Thievery
Perform -> Cha check, or Streetwise. There may be a Perform skill added in PHB2 or later.
Profession -> Wis check, or Insight
Ride -> Dex check, or Acrobatics
Search -> Perception
Sense Motive -> Insight
Sleight of Hand -> Thievery
Spellcraft -> Arcana
Spot -> Perception
Survival -> Endurance
Swim -> Athletics
Tumble -> Acrobatics
Use Magic Device -> Thievery, Streetwise or Dungeoneering, if at all
Use Rope -> Dex check, or Acrobatics
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
However like pointed before its not really in the rules so if your DM wants to allow it then thats ok, however keep in mind 4e is designed to deal an overall lesser amount of DPR (Damage Per Round) per PC than 3e or any other edition, so with that in mind i would say that even if its not in the rules I believe it wasnt intended to even be considered.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
First, two handed weapons that are designed to be used as two handed weapons do not do extra damage in 4th edition. However one handed weapons that are big enough to be used with two hands (such as a Bastard Sword) can in fact deal some extra damage. The amount of extra damage is basically just ONE point of extra damage. And it is necessary for the weapon to have the Versatile Weapon Trait.
Okay, as for my own question, I wanted to know if there was anyone who could help me figure out the number and type / level of powers a character (currently just NPC's, Monsters, Gods, and Primordials) gets at each level from 31st level to 40th level in 4th Edition.
The reason I ask is I want to design a Deity / Primordial that happens to be level 35+ but need help figuring out the stats for said character... I kind of have a rough idea of the ability increases, experience, and feat boosts that a character gets at these levels, but have no clue about the powers overall, any help would be appreciated.
P.S. I figured it was okay to post this here since this is a stickied thread?