Rules Compendium

Post/Author/DateTimePost
#1

crazy_monkey

May 04, 2012 16:03:37
If you have any errata suggestions for Rules Compendium, please add them to this thread.
#2

crazy_monkey

May 04, 2012 16:04:14
Rules Compendium pg222
Damage Rolls
"Whenver a power or other effect requires a damage roll, it specifies which dice to roll and how many of them."
The "other effect" is not clear. 
Does it include extra damage such as from a class feature like warlock's curse, sneak attack, and hunter's quarry? Does it include the properties of magic items such as Vanguard Weapon and Claw Gloves? Does it include paragon path features such as the +1d4 from Malec-Keth Janissary or the +2d6 from Coiled Serpent?
If the answer is yes, does that mean that attacks that get those bonuses now get the bonuses that add to damage rolls?



#3

Plaguescarred1

May 04, 2012 21:01:17
Pg. 194 Free Action should say if either they can be taken midway through other actions or not.

Pg. 209 Falling Rule should be made into a Forced Movement Pulling you toward the bottom, similar to how Currents (RC 207) Slide you toward a specific direction. Or otherwise change the Prone and Immobilise Condition to exclude Falling too. Currently as written, Falling is an unwilling movement, meaning you can't Fall while Prone or Immobilised because while Prone, the only way you can move is by crawling, teleporting, or being pulled, pushed, or slid and while Immobilise you can’t move, unless it teleports or is pulled, pushed, or slid.

Pg. 215 Making Attacks Step 6  should say the following, to accomodate Powers that have more than one attack as Twin Strike:   ''6. If the Attack Power has more than one target, repeat steps 3 through 5 for each of them.  If the attack Power has more than one attack, repeat steps 2 through 5 for each of them.''  

Pg. 221 Extra Damage should clarify if adding an extra damage to a power dealing static damage qualify as a damage roll, or if extra damage never qualifies for such. Also, It sould clarify wether or not dealing typed extra damage add the type Keyword to a Power for purpose of meeting other requirements retroactively.

Pg. 246 Opportunity Attack Power should get the Weapon Keyword and have his Range change to Melee Weapon, this to work with game element such as Threatening Reach or Polearm Gamble. Also, the following sentence should have the Condition Helpless replaced by ''Dazed or otherwise unable to take actions rather than Helpless because Helpless doesn't prevent a creature from making Opportunity Attacks:    ''Some Powers and other effects allow a creature to enter an enemy's space. If that enemy is not Helpless, entering it's space still provokes an Opportunity Attack because the creature left a square adjacent to the enemy''

Pg. 250 Squeeze Rule change Size now and a render creature Squeezed unable to use their Large weapon anymore. I'd suggest either a note to Squeeze or Weapon and Size (RC 271) to exampt this. Also I'd propose the following change to End a Squeeze, so that the creature can automatically End a  Squeeze while continuing moving, since Free action cannot be taken midway through other actions.   

   ''Action: The action is normally a free action, but it can be part of any of the creature’s actions that involve the creature moving.''
 

Pg. 253 Mounted Rules doesn't cover what happen if the rider is Immobilised and can't move with his Mount RAW.  A Proposed change under Actions (Adventurers Only) would be to make a note that if the rider cannot move, his Mount either Dismount his rider by leaving it in the space it occupied, or it cannot move while his rider can't.    

Pg. 253 Mount & Rider should explain what happen with Auras or other Personal Powers lacking Origin Squares and how they affect while Mounted.

Pg. 268 Weapon Rules need to have Ranged Weapon work on Close powers too so the sentence should have the reference to Close Power removed, otherwise a Rogue using a Handcrossbow or a Shortbow (both Ranged weapons) cannot use a Close Powers such as Blinding Barrage and Cloud of Steel without using those as Improvised Weapon for exemple. 

  ''A ranged weapon cannot be used with a melee  power or a close power that has the weapon keyword, unless the weapon has the light thrown or heavy thrown property or the weapon is wielded as an improvised melee weapon.''

Pg. 282 Magic Thrown Weapon should return to the wielder's hand on Area or Ranged Attack and not just Ranged attacks
#4

billnewsome

May 05, 2012 1:21:03
Pg. 189 Once per Round should read "if a creature uses an effect (such as a class feature) that is usable only once per round, it can't use that effect again until the start of the creature's next turn."  Currently, the text reads "if a creature uses an effect . . . that is usable only once per turn . . ." and this is incorrect.
#5

Tichrimo

May 05, 2012 15:36:06
Pg. 196 Reactions needs to clarify exactly what a "triggering action or event" is -- i.e. should we react to steps in the attack sequence, or entire attacks?

Pg. 232 Marked needs to clarify the usage of "attack" -- i.e. are marks are triggered by attacks within powers, or entire attack powers?  Does thunderwave trigger a mark for the attacks not against the marker?  Does twin strike?
#6

logopolis

May 05, 2012 21:11:20
p. 115 Adding and Removing Damage Types - What happens when typed extra damage is added to a damage result? Does it affect the power's keywords? Does it affect attack rolls that occur before the damage roll? What if the extra damage is conditional on a hit? Does it affect subsequent attacks if the power makes multiple attacks?

(EDIT: In my opinion, the whole Adding and Removing Damage Types section is confusing, and should be deleted. Instead, if an effect changes the damage type of other powers, such as the flaming weapon's at-will power, it should say so in the effect's description.)

p. 201 Adjacent Squares - Define when a creature is adjacent to a square. Is a creature adjacent to squares it occupies?

p. 202 Determining Distance - The chart is incorrect.

p. 232 Immobilized - The immobilized condition does not take into account movement that is neither willing movement nor a push/pull/slide. It should not prevent a creature from falling or from being carried by a mount or vehicle.

p. 234 Unconscious - Extended unconsciousness makes for poor, boring gameplay. If a creature is unconscious but not dying, it should wake up if it takes damage.

p. 308 Attack - "Attack" can refer to either "attack power" or "an attack roll and its effects". How do you tell which is which?
#7

Mand12

May 06, 2012 0:37:16
Before I go into the numerous issues that are absolutely critical and should be addressed, I need an answer to the following question:

Are the WotC design team willing to errata the Rules Compendium?


Yes or no.
#8

thespaceinvader

May 06, 2012 10:52:26
Similarly, I don't want to sound facetious, but there's two years' worth of errata suggestions in the old forum.  Looking at those first would be a good plan.
#9

mellored

May 06, 2012 13:12:41
Vulnerability: only the highest should apply. No more vuln 5 fire, vuln 5 cold, vuln 10 radiant, vuln 7 all stacking and confusion.

It won't hurt the casual player, only the min/maxer. And it simplifys the rules.
#10

mellored

May 06, 2012 13:33:20
Interupt (and OAs) timing needs clarified.

1) You shouldn't allow interupts to set-up another trigger. Such as if a monster made a ranged attack, it is interupted with lighting rush, then the battlemind get's an OA because he's adjacent, then he slides the attacker next to a fighter, who would get his own OA, which marks, and then would trigger combat challenge... this can go on.

2) who goes first if there are 2+ interups on the same trigger. Such as trigger on a hit: the target is dazed, and trigger on a hit: the target shift's 2 squares.
#11

Alcestis

May 06, 2012 17:25:05
Interupt (and OAs) timing needs clarified. 1) You shouldn't allow interupts to set-up another trigger. Such as if a monster made a ranged attack, it is interupted with lighting rush, then the battlemind get's an OA because he's adjacent, then he slides the attacker next to a fighter, who would get his own OA, which marks, and then would trigger combat challenge... this can go on. 2) who goes first if there are 2+ interups on the same trigger. Such as trigger on a hit: the target is dazed, and trigger on a hit: the target shift's 2 squares.

This already doesn't work... Interrupts happen specifically after their trigger starts but before it finishes. OAs are provoked by "using" (step 1) a range or area power, so the trigger is way past. Targeting hasn't finished yet when LR jumps in (step 2) but it has started.
#12

mellored

May 07, 2012 14:48:59
Interupt (and OAs) timing needs clarified. 1) You shouldn't allow interupts to set-up another trigger. Such as if a monster made a ranged attack, it is interupted with lighting rush, then the battlemind get's an OA because he's adjacent, then he slides the attacker next to a fighter, who would get his own OA, which marks, and then would trigger combat challenge... this can go on. 2) who goes first if there are 2+ interups on the same trigger. Such as trigger on a hit: the target is dazed, and trigger on a hit: the target shift's 2 squares.

This already doesn't work... Interrupts happen specifically after their trigger starts but before it finishes. OAs are provoked by "using" (step 1) a range or area power, so the trigger is way past. Targeting hasn't finished yet when LR jumps in (step 2) but it has started.

Alot of people read it differently.  So it could use clarification.  (perhaps a FAQ?).
#13

kilpatds

May 08, 2012 3:15:37
Using a ranged power shouldn't provoke an OA: making a ranged attack should.  (think "shift+shoot" power).

It's horribly unclear to me what gets bonus damage from a critical hit.  Do you deal it 1/nat-20?  Is it bonus damage to the power?  Is it bonus damage to the hit line?
#14

Undrhil

May 09, 2012 18:22:06

Pg. 209 Falling Rule should be made into a Forced Movement Pulling you toward the bottom, similar to how Currents (RC 207) Slide you toward a specific direction. Or otherwise change the Prone and Immobilise Condition to exclude Falling too. Currently as written, Falling is an unwilling movement, meaning you can't Fall while Prone or Immobilised because while Prone, the only way you can move is by crawling, teleporting, or being pulled, pushed, or slid and while Immobilise you can’t move, unless it teleports or is pulled, pushed, or slid.



If this change were to be implemented, then I will always want to be Restrained around cliffs and other drops, since someone who is Restrained cannot be affected by Forced Movement.
#15

Plaguescarred1

May 09, 2012 22:39:15
Restrained Immobilise you, which still currently doesn't let you Fall by strict RAW Wink

Whatevers done, something should be made to account all these... 
#16

GelatinousOctahedron

May 11, 2012 14:18:20
Using a ranged power shouldn't provoke an OA: making a ranged attack should.  (think "shift+shoot" power)



This.  There is a good bit of stuff that shouldn't provoke.  Clerics in particular are bad since Wotc keeps trying to make them a primarily melee class with a lot of ranged utilities.  And my favorite is the ranged 5 Kords Favor which has a trigger of you making a melee critical hit.  So your reward for critting is to provoke an OA.

The OA entry overall has some big issues with things like polearm gamble and threatening reach.
#17

Keithric

May 12, 2012 10:38:55
If this change were to be implemented, then I will always want to be Restrained around cliffs and other drops, since someone who is Restrained cannot be affected by Forced Movement.

Most sources of being restrained probably should stop falling.

Of course, some instances of being immobilized should also stop falling. Tricksy.