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D&D 4th ed. |
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Zzyxx *bursts into flame*

Gender:  Joined: 30 Sep 2004 |
Posted: Fri Nov 30, 2007 5:36 pm Post subject: |
Hmmm...
I played through 3rd and 3.5....
THough mostly with my old DM we just used DnD as a guildline and made most of our own stuff up....
Fourth edition might be interestin... but since most of my old party disbanded due to moving or graduating college i doubt i'll play it.
I'm kinda sad about that, Since WoW has 0 rp value i've not been getting my RP fix lately *twitches* |
_________________ We are Geek. You will be assimilated.
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Wins 40 - Losses 25 Level 9 |
EXP: 5609 HP: 2160
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STR: 460 END: 850 ACC: 830 AGI: 1160
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Frost, Katana of Ice (Sword) (270 - 470) |
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Jaena Senior Otaku

Gender:  Joined: 09 Jan 2007 |
Posted: Fri Nov 30, 2007 6:12 pm Post subject: |
I totally sympathize with you there.
The group I played with up here used everything as a guideline. I actually got told I was too dark for my old group, because I take the RP side of it seriously. Which means when something happens that any normal person would want revenge for, my characters seek it.
Of the group, I was the only one who had any extended experience anyway. Been playing since I was 9 The most experience any of them had was like a year. |
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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: Fri Nov 30, 2007 9:35 pm Post subject: |
Jaena wrote: | I actually got told I was too dark for my old group, because I take the RP side of it seriously. Which means when something happens that any normal person would want revenge for, my characters seek it. |
Thats so sad You'd never get that at my table, we're RP hoes. The mechanic is just a means of playing out the story - its still a story first.
Speaking of mechanic, Im gonna repost some DnD Insider stuff from their website below. Apparently smiting isn't just for evil anymore:
Wizards of the Coast wrote: |
n 4th Edition, D&D smites really come into their own. Now a subset of the paladin's renewable (read, encounter-recharge) powers, smites allow a paladin to deliver a powerful blow with the character's weapon of choice, while layering on some divine effect (and I mean that in both meanings of the word) on allies or enemies. A divine defender, much of the paladin's smites are all about kicking the crap out of those they find anathema while ensuring that foes who want to hurt enemies have a harder time at it. Take, as exhibit one, safeguard smite:
Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.
This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.
As your paladin progresses as a defender of the faith, smites, like all of your abilities, grow in power and utility. But unlike its defender cousin, the fighter, a paladin is more than just the guy who kicks butt and makes sure enemies focus (or want to focus) on him. Paladins have always been able to heal in some way and the 4th Edition variety is no different. Though this splash of leader flavor into the paladin's defender role comes in many forms, one of the more active and interesting ways that your paladin can come to the aid of a companion while fighting is our second example of a smite:
Renewing Smite
Paladin 13
Encounter • Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha damage and ally within 5 heals 10 + your Wisdom modifier damage.
You'll no doubt see the pattern between these two smites. They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments. Selfish paladins (typically those who serve more self-centered gods or just the occasional egoist who venerates Pelor) can even heal themselves with the strike, as you're considered your own ally unless the effect of a power states otherwise.
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Last edited by Daijaga on Sun Dec 02, 2007 11:45 am; edited 1 time in total |
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Wins 27 - Losses 38 Level 7 |
EXP: 6469 HP: 2453
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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Zzyxx *bursts into flame*

Gender:  Joined: 30 Sep 2004 |
Posted: Sat Dec 01, 2007 11:38 pm Post subject: |
hmmm so smite is good now?
I'm glad! Paladins needed something....
Kinda like 3rd ed rangers did. |
_________________ We are Geek. You will be assimilated.
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Wins 40 - Losses 25 Level 9 |
EXP: 5609 HP: 2160
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STR: 460 END: 850 ACC: 830 AGI: 1160
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Frost, Katana of Ice (Sword) (270 - 470) |
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