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<  Dungeons and Dragons  ~  Errata Watch
BJ
PostPosted: Thu Jul 17, 2008 1:44 pm  Reply with quote
He Who Founds Wyrmlings


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Core Book errata below:

Updated 07/02/08

Most notable change, for me, is the 5-pt lowering of skill check DC's, plus the modifications to the crunch of skill challenges (now all skill challenges end at 3 failures, I'm not sure I like that particular change).

My DMG is going to have a lot of post-it notes. Sad

I will try to post whenever a new errata comes out.

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erwin
PostPosted: Thu Jul 17, 2008 10:58 pm  Reply with quote
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Thanks for the link. Very Happy

Lol'd at Blade Cascade. So much for Orcus killer.
Also, Containing strike. Laughing

though i don't think that [ts] was erratad. was that intentional, or is it really times (multiplication) as i guess it was.

Quote:
(now all skill challenges end at 3 failures,

that made me sad.

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BJ
PostPosted: Thu Jul 17, 2008 11:11 pm  Reply with quote
He Who Founds Wyrmlings


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I guess the logical conclusion would be to not declare the number of failures. I don't want to see a "No don't try that! We got two failures already!" sort of thing.

The Blade Cascade was weird. The same maneuver from 3.5 ToB had a -4 after each swing. I'm glad they changed that.

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Pitz-Ikko
PostPosted: Thu Jul 17, 2008 11:21 pm  Reply with quote
D' Original Henio


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Oh man! There goes my blade cascade dream...

Well, it was inevitable anyway, this errata. This 4thEd PHB - hell, all the 4th Ed Core Rulebooks - seemed too hurried, as if the Nine Hells were going to burst forth if they didn't get to the printing press quickly enough.

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BJ
PostPosted: Thu Jul 17, 2008 11:32 pm  Reply with quote
He Who Founds Wyrmlings


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That's right, when things go wrong, blame daddy Asmo and his cronies. Laughing

Seriously, though, I don't mind errata. What I would mind is 4.5. I'm so going to get pissed if that happens.

So bring on the errata!

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boy_bakal
PostPosted: Thu Jul 17, 2008 11:40 pm  Reply with quote
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Lol @ Prone errata

No more shifting from prone, which made no sense whatsoever in the first place Laughing

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the-bumper-car
PostPosted: Sat Jul 19, 2008 1:51 pm  Reply with quote
Old Dragon


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boy_bakal wrote:
Lol @ Prone errata

No more shifting from prone, which made no sense whatsoever in the first place Laughing


Dude, you could totally shift from prone! Lito Lapid does it all the time! Laughing

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boy_bakal
PostPosted: Sun Jul 20, 2008 9:17 am  Reply with quote
Lord of Pwnage


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the-bumper-car wrote:
boy_bakal wrote:
Lol @ Prone errata

No more shifting from prone, which made no sense whatsoever in the first place Laughing


Dude, you could totally shift from prone! Lito Lapid does it all the time! Laughing


If I allowed that, though, then I would also have to allow players the ability to reload crossbows through the process of jumping up and loading thrown bolts into their weapons, all in midair... which, yes, while awesome, would just be weird.

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Pitz-Ikko
PostPosted: Sun Jul 20, 2008 1:10 pm  Reply with quote
D' Original Henio


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boy_bakal wrote:
If I allowed that, though, then I would also have to allow players the ability to reload crossbows through the process of jumping up and loading thrown bolts into their weapons, all in midair... which, yes, while awesome, would just be weird.


And you'll also have to allow reloading *any* crossbow as a free action requiring only one hand, as well as shooting with a Ranger's twin strike as a basic ranged attack.

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the-bumper-car
PostPosted: Sun Jul 20, 2008 1:28 pm  Reply with quote
Old Dragon


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Pitz-Ikko wrote:
And you'll also have to allow reloading *any* crossbow as a free action requiring only one hand, as well as shooting with a Ranger's twin strike as a basic ranged attack.


To make it not broken, you could require players who want to do all of that to take up the Epic Feat "Badass Mustache" first. Cool

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boy_bakal
PostPosted: Sun Jul 20, 2008 6:28 pm  Reply with quote
Lord of Pwnage


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the-bumper-car wrote:
Pitz-Ikko wrote:
And you'll also have to allow reloading *any* crossbow as a free action requiring only one hand, as well as shooting with a Ranger's twin strike as a basic ranged attack.


To make it not broken, you could require players who want to do all of that to take up the Epic Feat "Badass Mustache" first. Cool


Alternatively, if they possess the Level 30 item "Maong Jacket," they could also gain less powerful versions of the abilities given by Badass Mustache Very Happy

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the-bumper-car
PostPosted: Mon Aug 04, 2008 7:20 pm  Reply with quote
Old Dragon


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Where's the latest errata re: stealth?

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miguel d cannith
PostPosted: Mon Aug 04, 2008 8:07 pm  Reply with quote
Juvenile Dragon


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That would be here
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BJ
PostPosted: Tue Aug 12, 2008 2:01 pm  Reply with quote
He Who Founds Wyrmlings


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Updated 8/11/08

They basically changed Stealth (y'all know this one), seeing Invisible creatures, and a few powers. My fighter's Dance of Steel attack now immobilizes rather than slows! Yay! Mr. Green

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erwin
PostPosted: Tue Aug 12, 2008 5:15 pm  Reply with quote
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I think there's something wrong in the DM Screen pdf.
It's just a table of DCs.
Or is it suppose to be like that?

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BJ
PostPosted: Tue Aug 12, 2008 9:09 pm  Reply with quote
He Who Founds Wyrmlings


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It's supposed to be like that. It's "errata" for the DM screen, not "a" DM screen. Razz

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BJ
PostPosted: Wed Jan 21, 2009 8:40 am  Reply with quote
He Who Founds Wyrmlings


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Updated 1/20/09.

This is a big, new batch of updates, and so far I haven't absorbed everything yet. although for Advenurer's Vault, they seem to have removed my favorite for the low-level barbarian: Veteran's Armor. Now it doesn't even have a daily power.

Well, at least now Spellscarred and Swordmage Implements have been cleared up. Wink

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erwin
PostPosted: Wed Jan 21, 2009 9:52 pm  Reply with quote
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Good news for those who want to swordmage MC. Wink

Will check out the rest later.

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erwin
PostPosted: Sat Jan 24, 2009 1:47 am  Reply with quote
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aw, they removed the cool part of the pact hammer (when hitting target with curse using hammer, deal extra curse damage). Actually, the second cool part of it (hammer as implements is the 1st Laughing)

And really sad news for veteran's armor.

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the-bumper-car
PostPosted: Mon Jan 26, 2009 11:28 am  Reply with quote
Old Dragon


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They also toned down a lot of the "Must Use" Orbs from Adventurer's Vault.

BTW, correct me if I'm wrong, but the way the Swordmage multiclass feat errata is worded:

Blade Initiate [Addition]
Forgotten Realms Player’s Guide, page 139
In the Benefit section, add “as a minor action” to the end of the second sentence.
At the end of the Benefit section, add “In addition, you can use swordmage implements.”

Is quite different from the way the Cleric, Wizard, and Warlock feats are worded:

Initiate of the Faith [Multiclass Cleric]
In addition, you can use a holy symbol as an implement when using a cleric power or a cleric paragon path power.

Pact Initiate [Multiclass Warlock]
In addition, you can use a rod, a wand, or a pact blade as an implement when using a warlock power or a warlock paragon path power.

Arcane Initiate [Multiclass Wizard]
In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.

So does this mean Blade Initiates can now use their swords as implements when casting their other powers with the implement keyword?

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erwin
PostPosted: Mon Jan 26, 2009 12:40 pm  Reply with quote
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the-bumper-car wrote:

So does this mean Blade Initiates can now use their swords as implements when casting their other powers with the implement keyword?


uhmm..

if you're going RAW, probably yes.

but if that's the case, a character (who uses implements) multiclassing to swordmage is a lot powerful than being a swordmage multiclassing to another character who uses implements. So if I has say on it, I'd go RAI, which I believe is NO.

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BJ
PostPosted: Mon Jan 26, 2009 6:50 pm  Reply with quote
He Who Founds Wyrmlings


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WotC has been known to change the way they word their rules from time to time. Even in MtG (although they almost always explain the change there).

To me, "you can use swordmage implements" and "you can use heavy blades and light blades as implements when using swordmage powers and paragon path powers" mean the same.

But until they start re-writing all new MC feats from the PHB2 onward this way as well, I acknowledge that the-bumper-car's interpretation leads greter strength in the argument.

For the record, though, I plan to houserule this in all of my games. And possibly apply it for Bonethrall games as well (after consultation with the rest of tech team).

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the-bumper-car
PostPosted: Mon Jan 26, 2009 7:09 pm  Reply with quote
Old Dragon


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BJ wrote:
For the record, though, I plan to houserule this in all of my games. And possibly apply it for Bonethrall games as well (after consultation with the rest of tech team).


Out of curiousity, how are you going to houserule it - that heavy/light blades can be used as implements for everything, or that they only work for swordmage/swordmage paragon powers? We're sorta arguing how to go with this in our own game.

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BJ
PostPosted: Mon Jan 26, 2009 8:46 pm  Reply with quote
He Who Founds Wyrmlings


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Latter.

the problem with the former is, it plays merry hell with all the light blade/heavy blade magical weapon properties. There are some seriously sick combinations out there when combined with swordmage spells.

If you're willing to wade through all the trollpoop, there are some really sick builds in the WotC swordmage errata discussion that would be legal if you allow it to go in that direction.

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the-bumper-car
PostPosted: Mon Jan 26, 2009 9:26 pm  Reply with quote
Old Dragon


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Reading through the post now. What's a gish?

And for now I am temporarily siding with my Sunday playgroup's reasoning that the RAW is acceptable as it's "fun". Razz

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erwin
PostPosted: Mon Jan 26, 2009 10:14 pm  Reply with quote
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the-bumper-car wrote:
What's a gish?


It's basically a fighter-wizard character, which is basically a swordmage. It is originally a term for githyanki fighter who uses spells as well.

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BJ
PostPosted: Mon Jan 26, 2009 11:19 pm  Reply with quote
He Who Founds Wyrmlings


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the-bumper-car wrote:
And for now I am temporarily siding with my Sunday playgroup's reasoning that the RAW is acceptable as it's "fun". Razz


Up to you. Razz Paladin + Swordmage MC is the easiest one that comes to mind. No need to buy Holy Symbols. And why take Wizard of the Spiral tower now? You can just MC into swordmage. Razz

As for me, until there's a rule that says a character can use something called a "swordmage implement" for non-swordmage powers, then I think this is just their new way of wording it.

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erwin
PostPosted: Fri Jul 03, 2009 11:09 am  Reply with quote
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July Errata
Errata on PHB, Martial Power, and FRPG.

Rain of Blows, Righteous Rage of Tempus, Dual Strike and Guileful Switch are nerfed. SO much. But still usable, IMO.

Really disappointed on Rain of Blows, especially Guileful Switch T_T. I haven't even used it.

And they slightly change how battlerager bonus damage works. You have to have THP for the bonus damage to kick in.

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BJ
PostPosted: Wed Mar 03, 2010 10:02 am  Reply with quote
He Who Founds Wyrmlings


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pdf link: March 2010 Updates

Divine Miracle gets the nerf bat. It can only be used once per encounter now.

And at last, Orb of Imposition gets a nerf. A serious, serious nerf:

new text wrote:
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.


Intriguingly, Righteous Brand got a nerf. I never noticed it, but yeah, it could get really powerful at high-level play. The lasting frost nerf also surprised me somewhat.

Discuss!

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the-bumper-car
PostPosted: Wed Mar 03, 2010 10:08 am  Reply with quote
Old Dragon


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Dang, the Orb of Imposition really toned it down. At least that means there's a reason to use other orbs (or, in fact, other implements) now.

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