Most recent edit on 2008-08-24 16:56:17 by LoneGunman
Additions:
Edited on 2008-04-09 17:46:22 by LoreWeaver
Additions:
- Unconscious: All Melee Attacks against an unconscious creature are automatic critical hits, maximizing all dice. All other attacks gain a +4 bonus and all enemies have Combat Advantage. The bonus to Non-Melee Attacks +6. An unconscious creature cannot flank enemies or help an ally gain flanking, cannot make Opportunity Attacks or use immediate actions, but can still make saving throws.
Edited on 2008-04-09 17:43:06 by LoreWeaver
Additions:
- Blinded: You cannot make Ranged Attacks or Opportunity Attacks. All enemies have Concealment 11 against you (when you hit them with a Melee or Ranged attack, roll a d20: On a result of 11 or greater, you hit. Otherwise, you miss.) All enemies have Combat Advantage against you. -5 to attacks
- Invisible: No one has Line of Sight to you. No one can target you with a Ranged Attack. You have Concealment 11 against attackers (when they hit you with a Melee or Ranged attack, they roll a d20: On a result of 11 or greater, they hit. Otherwise, they miss.) You have Combat Advantage against enemies you attack. Enemies cannot make Opportunity Attacks against you.
- Marked: A particular creature has marked you. You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one. You are at -2 on all attacks that do not include the creature that marked you as a target. You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability.
- Ongoing Damage: At the start of each of your turns, you take a given amount of a given type of damage. Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns. If the duration of the effect is ’save ends’, remember that saving throws are made at the end of your turn.
- Prone: You are at -2 on all attacks. All enemies gain Combat Advantage against you. A move action only moves you 1 square, and doing so provokes Opportunity Attacks. Standing up is a move action that provokes Opportunity Attacks.
- Slowed: A Slowed creature's Speed is reduced to 2. Does not apply to teleportation.
Deletions:
- Dazed: A Dazed creature grants combat advantage to all attackers, cannot flank enemies, and can act only on its own turn. It cannot make opportunity attacks or make minor actions.
Slowed: A Slowed creature's Speed is reduced to 2.
Edited on 2008-03-12 19:51:38 by LoreWeaver
Additions:
4th EDITION D&D SRD (PREVIEW) - EFFECTS & CONDITIONS
Deletions:
4th EDITION D&D SRD (PREVIEW) -EFFECTS & CONDITIONS
Edited on 2008-03-06 17:07:36 by LoreWeaver
Additions:
4th EDITION D&D SRD (PREVIEW) -EFFECTS & CONDITIONS
Deletions:
4th EDITION D&D EFFECTS & CONDITIONS
Edited on 2008-03-06 15:23:34 by LoreWeaver
Additions:
4th EDITION D&D EFFECTS & CONDITIONS
Deletions:
4ed D&D EFFECTS AND CONDITIONS
Edited on 2008-03-06 15:22:40 by LoreWeaver
Additions:
4ed D&D EFFECTS AND CONDITIONS
Deletions:
EFFECTS AND CONDITIONS
Oldest known version of this page was edited on 2008-03-06 14:49:47 by LoreWeaver []
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EFFECTS AND CONDITIONS
Many attacks and special powers impose an ongoing effect or a condition on the target. A number of standard conditions exist as listed below. Unusual conditions or effects are explained in the descriptive text of the attack or power.
Duration: Most effects that have durations (usually imparting a condition on the target) last either until the target makes a saving throw to ward it off, or until the end of the next turn of the attacker that caused the effect. A few effects have durations that last through the entire encounter.
Durations are described in the description text of the individual attack or power. Some common durations include:
- Until end of player's next turn: The effect expires after the controlling player has completed his next turn.
- Until end of round: The effect expires at the end of the current round.
- Until end of encounter: The effect continues until the end of the current encounter.
- (Save ends): The effect continues until the target makes a successfil saving throw (See Saving Throws).
A condition can continue even after the originating creature has been destroyed.
Standard Conditions: Many effects produce a number of standard conditions that are not described in detail in the descriptive text of the power or attack that produced them. These are as follows:
- Dazed: A Dazed creature grants combat advantage to all attackers, cannot flank enemies, and can act only on its own turn. It cannot make opportunity attacks or make minor actions.
- Staggered: As Dazed, and the Staggered creature cannot use powers or make actions other than a basic attack.
- Stunned: As Dazed, and the Stunned creature can take no actions.
- Helpless: As Stunned, and melee attacks against the creature are automatic critical hits; all other attacks get a +4 bonus and do normal damage.
- Immobilized: An immobilized creature cannot move on its own but can otherwise act normally. It is still subject to effects that push, pull, or otherwise transport it. An Immoobilized creature's Speed is 0.
- Enervated: An Enervated creature's attacks deal half damage (round up).
- Slowed: A Slowed creature's Speed is reduced to 2.
- Confused: A Confused creature acts randomly. Roll 1d20 and consult the table below:
Table: Confused Actions
d20 Result
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1-5 Controlled by its player
6-15 Takes no actions
16-20 Controlled by an opponent*
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* This could be the DM or other opponent
A Confused creature can only make basic attacks and cannot use special powers.
Saving Throw: Sometimes a character will be hit by an ongoing effect, like taking poison damage or being immobilized. When this happens they’ll usually get to make a saving throw to remove the effect at the end of their turn. Saving throws are simple – just roll 1d20. If you roll a 10 or higher, you’ll end the effect. If you roll a 9 or lower, the effect will usually continue until the end of your next turn, when they get to make another saving throw. A creature that is affected by more than one effect that allows a saving may attempt a saving throw against each such effect.
Some characters have bonuses that can be applied to certain types of saving throws, and some powers grant modifications to saving throws as well.
Conditions and ongoing effects sometimes allow a saving throw to remove them. Such effects state "save ends" in their descriptive text.
Table: Saving Throws
d20 Result
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1-9 Effect continues
10-19 Effect ends
20 All effects that allow a save end
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Sources: D&D Miniatures Game Battle Rules∞, What You Need to Know About D&D - Quick Rules Primer∞, d20 System SRD∞, D&D Glossary∞
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