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21
Jun/2008

Rick's Unofficial D&D 4e FAQ
by rene

To have the game go smoothly a Player and DM should have a decent grasp of the rules.  Here are some questions collected with answers.

Updated 8-26-08

 

Unofficial D&D 4e FAQ


Q.) If something was 4[W] + STR Mod...and I had a d8 damaging longsword. Would I roll 4d8 + STR?


A.) Yes



Q.) An ability exploit for the fighter (Sure Strike) Str + 2 vs AC.


Does this mean its just d20 + STR mod + 2 OR do you get to add in the rest of your bonuses?


Example: d20 + STR Mod + 1/2 level + Magic Sword Bonus (say a +2 weapon) + 2 (Sure Strike Ability)?


A.) d20 + STR Mod + 1/2 level + Magic Sword Bonus (say a +2 weapon) + 2 (Sure Strike Ability) is correct.



Q.) How does charge work?


A.) You can use the first part of your move like normal. You get a +1 bonus for charging but can't use Powers. You can't charge if the nearest square adjacent to your enemy is occupied.



Q.) From what I read when you charge into combat you can't use use your ability, encounter or daily powers, is this true?


A.) Correct, charges end in basic melee attacks. However, feats such as Power Attack can still apply.



Q.) Do bonuses of the same type stack? For example if I take Improved Initiative I receive +4 to initiative. The Quickdraw feat give +2 to Initiative? Do I have a + 6?


A.) No, you have a +4. Bonuses of the same type do not stack, except for untyped bonuses. Page 192 of the PHB under How Feats Work.



Q.) Can you combine a feat with an “at will” ability? For example: Cleave (with all your bonuses) + Power Attack ? Or Power attack + Brute Strike, Power Attack + Villain's Menance?


A.) Generally yes, however you need to read both feat and ability to make sure.











Q.) I know a PC can spend one of their healing surges per once per encounter as a second wind. But can you do it if another character has an ability that allows you to spend a healing surge, but you already spent one on your own ?


A.) You can spend as many healing surges in addition as various powers allow you to spend, so even if you've used you second wind, the cleric can use healing word on you twice, and the warlord can step up with inspiring word a further two times if necessary just so long as you have healing surges left.



Q.) Does the Eladrin Fey Step combine and work with the Warlock's "Move 3 or more, get concealment" ability? If so, what sort of concealment is it considered?


A.) I see no reason it wouldn't work, and concealment is listed on page 281. There are indeed, different varieties, but only one is actually called simply "Concealment".



Q.) If I use a power, for example Vampiric Embrace, and it misses is it expended for that encounter?


A.) Yes. Some Powers have the “Reliable” keyword; this means they are not expended on a miss. Some power do damage even on a miss though, so know your power's abilities.



Q.) Does the Warlock's ability to Shadow Step make it invisible? How about a Shadow Step + a stealth skill check.


A.) No in both cases. A Warlock's ability provides basic concealment, which makes the warlock harder to hit. When moving more than two squares you get a -5 check to stealth pg 188 of the PHB. Also, stealth isn't a trained skill out of the box for Warlocks.



Q.) As I read it the Expanded Spell book feat only allows you an extra daily power per day, but doesn't allow you to actually use it. Basically it just gives you an extra power that you "can" choose to use. In essence more options to choose from, but still choose whichever one and once its casted your daily is spent?


A.) Correct. Wizards by default get to pick twice the number of Daily and Utility powers that other classes do, but they can't use them all. After each Extended Rest they pick which they are actually to use that day. Expanded Spell book gives you ever more choice, but no extra spells per day.



Q.) About starting HP. Is it your class amount + Con SCORE or class amount + Con MODIFIER?


A.) Con Score. Con modifier has nothing to do with HP, ever. So a Con 14 Wizard has 24 HP at first level.










Q.) On the character sheet there is an area for your ability scores. STR, CON, DEX, INT, WIS, and CHA. Directly to the right of that there is a slot for each respective ability for the modifier that the ability score bestows. With ABIL MOD wrote in small text above it. To the right of that column is another column that says mod + 1/2 level. Well that's easy enough to calculate, but what is it used for?



A.) It is for non skill related checks such as making a "Dex" check to get over a pit. Or a "Str" check to lift a large rock or boulder, or making a "Con" check to see if you become poisoned or diseased.



Q.) Does your Strength Modifier add to melee damage and/ or thrown weapon damage?


A.) Basic melee attacks, and basic ranged attacks with "heavy thrown" weapons use Strength for the attack and damage rolls. "Light thrown" weapons use Dexterity for the attack and damage rolls. When using a power, the power has its own rules for attack and damage rolls and it doesn't matter what a basic attack with the weapon would use.



Q.) What is the base DC for picking a pocket?


A.) From the Errata Sheet: Thievery [Revision] Player’s Handbook, page 189


Under Pick Pocket, replace “DC 20 + your target’s level” with “DC 20 + one-half your target’s level.



Q.) If an Eladrin player is already in melee combat with an opponent, and on his turn uses his feystep ability to teleport away up to five square, or to another enemy does that provoke an Opportunity Attack?


A.) Teleportation movement doesn't provoke Opportunity attacks, per the sidebar on page 286. Note that if X is -big- enough it might block line of sight which could block the teleport.



Q.) I've seen some conversations about a character MUST have a STR of 13 or higher to wear certain armors. Can someone point out the page number to me for this?


A.) You don't need a minimum strength to wear armor you are proficient with. However, if you don't have proficiency in wearing a given armor built into your class and want to pick it up, the relevant feats have minimum attribute requirements for anything above leather. (PHB pg. 193)















Q.) Half-Elf. At 1st level they get to choose any other classes "At Will" power to use as one of their "Encounter" power. Does that mean they give up their own class encounter power or does that mean they get TWO encounter powers at first level?


If so, can they use both per encounter. For example, they can use their own, plus one they chose from another class? Or do they get to choose which of the two they will use?



A.) It means that they get that power as an additional encounter power on top of any that they may already have by virtue of their class and level. Small caveat: The ability has received errata to let you pick only first-level at-will attack powers. So your half-elf can't pick up one of the wizard's cantrips or the rogue's higher-level at-will utility exploits in this fashion.


Most races get an encounter power of some sort as part of their racial package. The only unusual thing about half-elves is that their racial encounter power is chosen from the at-will attack powers of another class, instead of being the same for every member of the race.



Q.) Can a rogue use a power in addition to their sneak attack? For instance a Rogue has combat advantage, are they able to use Sly Flourish followed by Sneak Attack? Are these considered to different standard actions? If not, what if the Rogue uses an action point after using Sly Flourish and having combat advantage, would that allow the Sneak Attack followed by Sly Flourish?


A.) Sneak attack isn't a separate action. If you have combat advantage and haven't already used it this round, you can apply the sneak attack damage to any attack you make against the target you have advantage against. So if you're a first level rogue, have got combat advantage and shoot someone with your hand crossbow and sly flourish, you do 3d6+ Dex +Charisma, essentially. It's just that you can only do it once a round.



Q.) If a character such as a Warlock uses his Eldritch Blast (ranged basic) while adjacent to an enemy does it provoke and Opportunity Attack? If a Warlock gets an Opportunity Attack must they make a basic melee attack, or are they allowed to use their basic attack Eldritch Blast?


A.) An opportunity attack is a basic melee attack, and being adjacent to an enemy while you use a ranged or area power provokes. It doesn't matter whether the ranged or area power is a basic attack. See Opportunity Attack pg. 290 of PHB.



Q.) Does a character get combat advantage if their enemy is flanked, but not by him/her?


E=Enemy

A=Ally

R=Rogue


...R

AEA


The too (A)llies are flanking the monster, does the (R)ogue get combat advantage too?


A.) No, the general rule doesn't allow the Rogue to get combat in that situation. There are certain powers that could help give you Combat Advantage.





Q.) Allies don't block line of sight correct? So if 4 PCs are gathered around an orc or kobold, the Ranger can still shoot in at no penalty?


A.) That is correct. Please note that it applies the same for the monsters. The monsters' allies don't block line of sight for the monster.



Q.) When moving or running around corners such as a right angle against a wall in a dungeon are you allowed to use the diagonal as one space, or must you use the corner and basically go at the right angle ?


A.) You can't go diagonal around obstacles. So you must go at the right angle.



Q.) Two PCs are allowed to stand in the same 5' square, is this correct?


A.) False. You move through an ally' space but you can't stop in an ally's space unless that ally is prone.


Q.) Can a prone person move and stay prone?


A.) Yes, they can crawl at half speed.



Q.) In the last section of Combat Challenger it says whenever a marked enemy that is adjacent to you shifts you can make a basic attack as an immediate interrupt? Does this count as an opportunity attack?


A.) No, it's only a basic attack (as an interrupt), not an opportunity attack, so the attack doesn't stop movement, there's no Wisdom bonus on the attack roll, and no bonus damage from the various blade feats.



Q.) If a target is concealed with -2 to hit it, and is also prone which is another -2. Is the total -4?
For example a completely concealed target (-5) that is prone (-2) and also has normal cover around a corner (another -2) would be a -9 mod to hit that target right?


A.) Correct. Penalties always stack.



Q.) Can a fighter mark multiple enemies?


A.) Yes, any power or attack the fighter has allows them to mark enemies. For example a dragonborn fighter could use their dragons breath on a group of enemies, and mark them all.













Q.) Escaping a grab (MOVE Action)

Scenario 1:

Your turn comes can you make an escape with your move action successfully and shift, can you still take your standard action to attack something?

Scenario 2:


You fail your attempt at escape and used up your move action. But you can also use a standard action in a move action manner. Can you take an immediate second escape attempt as your standard action?


A.) Yes to to both scenarios.


Q.) While you are grabbed, can you attack the grabber? Can you attack something adjacent to you? Can you use a ranged attack while grabbed?


A.) Yes to all three, although using a ranged attack would provoke an Opportunity Attack from the grabber and any other enemies adjacent to the character.


Q.) I'm looking through the various status ailments and I see references to immobilized but never see any in game mechanic for that particular status effect. I would assume being immobilized you are helpless (after all you ARE immobilized) and thus subject to a Coup De Grace attack. I also assume you grant combat advantage, and can't flank?


A.) Page 277 of the PHB along with the other conditions. It means you cannot move voluntarily (except via teleport), but forced movement can move you.


Q.) So if you are immobilized you can still make a ranged attack I would assume? Essentially it just takes away your movement action, right?


A.) The Immobilized condition doesn't take away actions, it just limits what you can do with them. You can still attack just fine, no penalty to defense, no combat advantage etc. You most certainly are not helpless!! Immobilized means cannot move, that's all. You can't move under your own power, but can still teleport (and arrive immobilized) and be moved by force. If you have nothing to use a move action for when you can't move, you can still downgrade it to a minor action if you can use another of those. You still get you standard action to shoot, melee if adjacent to an enemy, cast a spell, etc... Basically you just can't leave that square.


Q.) I have landed exactly on 0 hp exactly when getting hit by an enemy? Am I dead?


A.) No, you are unconscious and will return to 1 hp after a short rest per page 295 of the PHB.


Q.) I've been knocked down to -5 hp during battle what happens, a successful heal check was rolled on me, do I return to 0 hp?


A.) No. Stabilizing someone who is dying doesn't restore hp, so they still have to be careful about death from hit point loss. They can however quit making death saves. You would however receive hit points after an extended rest. On the other hand, if the character has NOT used their Second Wind ability the player making the heal check may allow them use it while at -5 when the heal check is being made to get hp back and get into battle.

Tags: D&D 4e Rules Faq Question Questions How

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