Kzach said:If a 20 isn't enough to hit normally, then the group is up against something way too powerful for it anyway.
On that basis alone I'd say 20's are not only auto-crits, but auto-hits as well.
NMcCoy said:Move action to stand, does not provoke OAs.
As I understand it, the ONLY things that provoke are ranged attacks and non-close area attacks, and moving out of a threatened square.
WotC_Logan said:The categories are:
Melee—single target, doesn't provoke, attack a nearby creature.
Close—multi-target, doesn't provoke, attack nearby creatures, origin square is your square.
Ranged—single target, provokes, attack a distant creature.
Area—multi-target, provokes, attack distant creatures, origin square is far away.
Adventure book, page 9: "When you roll a 20 on the die when making an attack roll, you score a critical hit."Anguish said:1} Is it definitively demonstrated anywhere that a natural 20 roll is an automatic hit? I understand that it "scores a critical hit", but I'm not completely certain that if 20 + to-hit-modifier doesn't reach the target's defense that it's actually a hit, critical or otherwise.
As far as we know, no. The description for the Heal skill in the adventure book reads, "Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the and of his or her next turn."2} Is there a known defined mechanic for granting one's self a saving throw against ongoing effects?
There is no such statement in the quick-start rules. So, unless there is such a statement in the PHB, this is perfectly legal. It makes sense, too.3} Is there any statement that prevents multiple shifts in a round? If a character were to shift as a move, then shift as a standard, this would be valid, yes?
thewok said:Since a character does not count as his or her own ally in 4E
Colmarr said:Source?
Lurker37 said:The powers preview from the end of April.
http://www.wizards.com/default.asp?x=dnd/4ex/20080425a
Halfway down, under Target
Hard to say.ebenmckay said:So you can get some crazy bonuses (boni?) to your save to put out flames if you sacrifice actions to do it, but could you do the same against ongoing acid damage? Or ongoing X damage from whatever element you choose?
I can see fire spells becoming a whole lot less desirable for casters if the target can do something so simple to negate the ongoing damage, unless the same action sacrificing can grant this save against other elements as well (dunno how, maybe splashing water in your face to wash off the acid, vigorous arm-rubbing to stop the cold, lotsa ear-popping to negate the thunder damage, and comical twitching on the ground like a fish to get the electrical damage to pass).
I guess what I'm saying is: how do these house rulings affect the balance of fire spells vs. other elements?