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The Archives => Meta (Archived) => Topic started by: Atlantis on June 14, 2008, 11:49:48 PM

Title: Problems Understanding 4E
Post by: Atlantis on June 14, 2008, 11:49:48 PM
Well, i just got 4e today for my birthday, and i cant seem to figure out what 1[W] or 2[W], etc. means. Also, which ability modifier do you use for each saving throw?
Title: Problems Understanding 4E
Post by: Ninja D! on June 14, 2008, 11:54:34 PM
To the first part: the [W] stands for a weapon's damage.  For example, a dagger does 1d4 damage.  That means if you're using a power with your dagger and the damage entry says 1[W], you deal 1d4 damage from it.  If it says 2[W], then it would be 2d4 and so on.

For the second part, look in the entries describing each ability.  I believe it said there.
Title: Problems Understanding 4E
Post by: Atlantis on June 14, 2008, 11:59:21 PM
thanks for the first part. However, in the ability entries, For Con. and Str. it both says that they might contribute to Fortitude save and for Int. & Dex., Reflex, and for Wis. and Cha., Will.
Title: Problems Understanding 4E
Post by: limetom on June 15, 2008, 12:11:07 AM
It is the higher of the two ability modifiers for each.  See the insert on PHB page 275.

The first question you had took me a while to find out as well.  Not sure why they put in in Chapter 9 (Combat) instead of in Chapter 4 (where powers are described).
Title: Problems Understanding 4E
Post by: Atlantis on June 15, 2008, 12:16:45 AM
thanks
Title: Problems Understanding 4E
Post by: Ninja D! on June 15, 2008, 12:28:10 AM
At first I was also very confused by the [W] thing, too.  I've seen it asked on the WotC boards, too.
Title: Problems Understanding 4E
Post by: Xeviat on June 15, 2008, 01:26:07 AM
It mentions the [W] thing in the front of the powers chapter, when it describes how to read power entry.
Title: Problems Understanding 4E
Post by: Ra-Tiel on June 15, 2008, 05:03:07 AM
As said, the "[W]" thing refers to the used weapon's damage. However, it does not include any magical bonuses, feat bonuses, or ability modifiers.

For example, you're an Eladrin fighter with Strength 16 with the feats Weapon Focus (heavy blades) and Eladrin Soldier, and were wielding a +2 longsword. A normal hit would deal 1d8 (base) + 3 (strength) + 2 (enhancement) + 2 (eladrin soldier) = 1d8+7 (total).

If you activate a power that deals "3[W] + Strength" you would deal 3d8+7 damage, and not 3d8+21 or something like that.

The bonus from Weapon Focus is superceded by the bonus from Eladrin Soldier as per the bonus stacking rules from pg275 PH.

See also the example on pg276 PH. :)
Title: Problems Understanding 4E
Post by: Matt Larkin (author) on June 15, 2008, 08:17:09 AM
No ability score contributes to saving throws.

For your defenses, use the higher of the two abilities (for example Dex or Int for Reflex defense).

It's an important distinction (and they probably should have called saving throws something different to avoid confusion).
Title: Problems Understanding 4E
Post by: Lmns Crn on June 15, 2008, 09:14:24 AM
Yeah, I think they were just determined to have something that was called a saving throw.
Title: Problems Understanding 4E
Post by: Poseptune on June 15, 2008, 10:11:45 AM
Am I missing something? I read the potions while trying to make a character for the Fight Club and the Potion of Healing sounds off... If you are a Dragonborn Fighter with a decent Con then the potion doesn't do much for you even at lower levels.
Title: Problems Understanding 4E
Post by: Matt Larkin (author) on June 15, 2008, 10:18:04 AM
Quote from: PoseidonAm I missing something? I read the potions while trying to make a character for the Fight Club and the Potion of Healing sounds off... If you are a Dragonborn Fighter with a decent Con then the potion doesn't do much for you even at lower levels.
And it's a 5th level item. Only good thing is it's a minor action to use in combat. Versus standard action for second wind (and that's once per encounter, so if you've already used it...).

On the other hand, 5th level wizard, 12 con has 38 hp (22 hp at level 1, +16 hp from level), so it's a slight boost there.
Title: Problems Understanding 4E
Post by: Lmns Crn on June 15, 2008, 10:33:38 AM
The deal with potions is that they're one of the few ways most characters have to access their own healing surges during battle. You have one second wind, whatever surges and healing you can get from powers (aka, very little... unless you've got a cleric or warlord hanging around to help), and that's it. The point of potions is to help you use the rest of them.
Title: Problems Understanding 4E
Post by: Poseptune on June 15, 2008, 10:34:24 AM
Ok so it is suppose to be lower that what you would normally get for a healing surge. I was looking at the hp gained as suppose to be a boost.

I mean for a Dragonborn Fighter 1 (Con 16) gets 31hp so his healing surge gives him 10hp per surge. after 1st level drinking a potion he starts losing HP that he could have been gaining, but now I see the potion is more for the ability to get a second "second wind" during combat.
Title: Problems Understanding 4E
Post by: Ra-Tiel on June 15, 2008, 12:13:59 PM
Quote from: PhoenixAnd it's a 5th level item. [...]
And?

Quote from: PH pg223[...] Magic items have levels, just as characters, powers, and monsters do. An item's level is a general measure of its power and translates to the average level of character using that item. In practice, your character will end up with some items that are three or four levels above your level and others that are several levels below. There's no restriction on using or acquiring items based on their level, except that you can't use the Enchant Magic Item ritual (page 304) to create an item above your level. If, for some reason, your 10th-level character finds a 20th-level magic sword, you can use it to full effect. [...]
Title: Problems Understanding 4E
Post by: Haphazzard on June 15, 2008, 01:55:33 PM
Quote from: Luminous CrayonThe deal with potions is that they're one of the few ways most characters have to access their own healing surges during battle. You have one second wind, whatever surges and healing you can get from powers (aka, very little... unless you've got a cleric or warlord hanging around to help), and that's it. The point of potions is to help you use the rest of them.
So, you can't use a healing surge without something inducing it (healing spell, potion, etc)?  And what happens  if you don't have any more healing surges left, but want to use a potion?  I don't think they thought that one out very well.
Title: Problems Understanding 4E
Post by: Xathan on June 15, 2008, 02:17:03 PM
Quote from: Haphazzard
Quote from: Luminous CrayonThe deal with potions is that they're one of the few ways most characters have to access their own healing surges during battle. You have one second wind, whatever surges and healing you can get from powers (aka, very little... unless you've got a cleric or warlord hanging around to help), and that's it. The point of potions is to help you use the rest of them.
So, you can't use a healing surge without something inducing it (healing spell, potion, etc)?  And what happens  if you don't have any more healing surges left, but want to use a potion?  I don't think they thought that one out very well.
I'm seconding the first question:

To be absolutely clear, you cannot use healing surges without someone/something external you use them? And what is "Second Wind"?

I've got a bad feeling my players are going to be rather unhappy with me...>.>
Title: Problems Understanding 4E
Post by: Poseptune on June 15, 2008, 04:06:06 PM
Quote from: Xathan Worldsmith
Quote from: Haphazzard
Quote from: Luminous CrayonThe deal with potions is that they're one of the few ways most characters have to access their own healing surges during battle. You have one second wind, whatever surges and healing you can get from powers (aka, very little... unless you've got a cleric or warlord hanging around to help), and that's it. The point of potions is to help you use the rest of them.
So, you can't use a healing surge without something inducing it (healing spell, potion, etc)?  And what happens  if you don't have any more healing surges left, but want to use a potion?  I don't think they thought that one out very well.
I'm seconding the first question:

To be absolutely clear, you cannot use healing surges without someone/something external you use them? And what is "Second Wind"?

I've got a bad feeling my players are going to be rather unhappy with me...>.>


Page 291, has the second wind ability.

Basically you can only use your Second Wind (which spends healing surge) once per encounter. After a sort rest you can do it again. The healing surges are more to be used outside combat than in combat (unless you have potions or powers that use them.)

If you are that low on healing surges that you worry about not having any in combat it may be time for a long rest to regain some of your dailies back.
Title: Problems Understanding 4E
Post by: Matt Larkin (author) on June 15, 2008, 05:24:02 PM
Yeah, out of combat, you can use up as many of your healing surges as desired, basically.

Xathan your players should be fine. They can heal themselves once every encounter, and more if they have a leader in the party or potions. After a 5 minute rest they can start each new battle completely fresh (minus daily abilities/potions used). It has to be set up that way--if you could use multiple healing surges on your own in battle, they're back to people needing long rests all the time as they blow through their capabilities too quickly.

Ra-Tiel, all I meant was that Poseidon seemed to be saying it was not that useful even for a 1st level dragonborn fighter (at least that what I thought he meant), and I was pointing out the disparity would likely be slightly greater since it's designed for 5th level. Obviously characters may have it sooner or after 5th level, but it wouldn't work well to discuss the balance of an item that is balanced for 5th level at other levels.