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We’ve Made a Huge Mistake Vol. 1

Welcome to dungeon/game-mastering! There’s a lot to keep track of AND I have a lot of different game systems wedged up inside of my head and at times, there’s enough similarity and overlap that I absolutely get stuff flipped about.
I’ve recently discovered I got two things wrong. One of them, since the beginning of this campaign and the other one; well...a relatively bad one involving a recently killed NPC.
Let’s get started with the more egregious one first.
Death in 4th edition.
I screwed it up. I thought a character needed to make an Endurance skill/Constitution check at 15 in order to make the “save”. Turns out, it’s much more simple than that.
If you roll lower than 10 three times before taking a rest, the character dies.
If you roll 10-19. No change.
If you roll 20 or higher(through help with bonuses) - The character jumps to 0 HP, automatically uses a healing surge and they are quite literally back in the fight.
It’s just a saving throw so what that means is that any powers, items, abilities and feats that assist with making generic saving throws; boom...that also helps with the death saving throw.
Another character can help make a Heal check at DC 15 to stabilize a dying character as well so they don’t need to keep making death saving throws.
SO...did Kilo actually die? Turns out...she did! Not that I’m particularly enthusiastic about that. But I didn’t make a single roll over 9 with her three rolls. Now here’s where things get tricky. Adam could have given her a +4 to her roll with Thaddeus’ paladin-type powers. SO...maybe she would have survived? We’ll never know.
Kilo Frostpike - absolutely overlooked & under-appreciated.

Would love to give credit for this art as this is what inspired me to build Kilo.
Jumping in 4th edition
I assume that everyone has read their character sheet and understands the abilities/powers of their character as well as the skills affected by the aforementioned character’s abilities/powers.
Wrongo!
Turns out we have been doing Crane’s Wings and jumping altogether wrong when it comes to Ruby.
First, when Ruby uses the Crane’s Wings movement ability, she also needs to attack with the Crane’s Wings attack ability that same turn. If she wants to attack with an Invoker ability after that attack, then she could do that by spending an Action Point.
Jumping is again pretty straightforward.
Vertical Jumping
Make an Athletics check and divide your result by 10 (rounding down). If you have a running start (move at least 2 squares) you divide the result by 5 (rounding down). The result determines the height of your jump in feet.
Horizontal Jumping
Make an Athletics check and divide your result by 10 (DO NOT round down). If you have a running start (move at least 2 squares) you divide the result by 5 (DO NOT round down) . The result determines the NUMBER OF SQUARES you can leap across and you land in the square determined by your result.
Vertical Clearance
1/4 of the distance jumped horizontally.
So there’s a bit of math, particularly with the first time we do it properly, but going forward; Blacky won’t be bragging about rolling 1d6 for a jump and still making a successful roll. :D
To be clear, I like the idea of Ruby being a dynamic and mobile combatant.
BUT...we do need to keep it relatively fair for the other people at the table as well as for my poor monsters! Won’t someone please think of the monsters??
Stay tuned for more as we invariably get it more wrong as we play.
Keep rolling dice and keep playing games people. It’s good for you.
H.
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A map of the somewhat modified Kiris Dahn from the 4th ed. D&D adventure The Slaying Stone by Logan Bonner.
A fun little adventure that I’m using as a bit of a seed for my Frostfall campaign. Â
Kiris Dahn; once a bit of a central hub for research into what was once the desert of Anauroch and now has become the ever-growing empire of Netheril; now known to it’s local population of goblins and kobolds as Gorrizzbadd.
It is currently where our adventurers are exploring for the last three days of game time.
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