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Doom
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Post by Doom »

FrankTrollman wrote:Can't Wizards cancel Darkness as a minor action?

I mean, a Wizardless party simply automatically loses at life, but a Wizard Orb Gank Team does OK.

-Username17
Irrelevant, since this is Cloud of Darkness, a Special Dragon Power, so even if there's a way to cancel Darkness, it's not going to work in DnD4.0, since, well, it can't. And there's no such 'Dispel Magic' type effect that would do any good, either.

Nor is there a 'cure blindless' effect that would do any good...nor a "ignore line of sight" that would do any good.

But I supposed you could houserule, taking something from actual Dungeons and Dragons 3E, that could work against it.
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Post by Lago PARANOIA »

You know, that black dragon ability is immensely horrible. I have no idea what the fuck that's supposed to do or how it interacts with anything.

There's no definition for magical darkness in the player's handbook, the monster manual, or the dungeon master's guide. There's a definition for normal darkness but not magical.

Frank's trick sort of makes sense, but that's only because no one knows what the fuck is supposed to be going on. I know that it wouldn't have worked in 3rd Edition (he would need something stronger unless otherwise stated) but in 4th? Who knows. I don't even know if darkvision works in regular magical darkness. I mean, I'm assuming that this is magical darkness that works by its own bullshit mechanics. It says magical darkness and obviously regular light sources like a lantern and candle gets surpressed, otherwise the ability doesn't do anything if someone cracks a sunrod and puts it on their belt.

Regardless, it's a retarded ability that makes an encounter which should've been an easy, if tedious cakewalk into a confirmed TPK depending on who has the bong at the moment.
Last edited by Lago PARANOIA on Wed May 20, 2009 10:17 pm, edited 1 time in total.
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Post by Doom »

But read the phrasing of the power. Even IF the darkness could be cancelled, RAW says any creature within the area is still blinded.

Gay (assuming there was any way, in game, non-houseruled, to negate the darkness)? Absolutely...but it's RAW. Maybe, cancelling the darkness would clear the line of sight problem, depending on the particular DM involved, which at least allow the ranged attackers to do something.
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Post by Orion »

Because nothing is more homosexual than... poorly written mechanics?
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Post by Psychic Robot »

More homosexual than gay assfucking ponies sliding horseshitholes through Bavaria in the thirteenth century.
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Post by Iron Mongler »

And there's no such 'Dispel Magic' type effect that would do any good, either.
There's always Dispel Magic itself, which will negate it due to it being a zone. :)

My players in an early pbp game actually went up against the Young Black Dragon, and here's the tricks they've used to get around Darkness.

1. Daze. If you get the YBD to lose all but one action, it's not going to be sustaining that zone of darkness (or if it does, you all get more actions to roflstomp it or do option #2).

2. Move away from the dragon. Its range only extends out to 5 squares, and so if you've moved more than 7 squares away from the YBD, it'll have to move out of the darkness to attack you.

Darkvision can also see through even magical darkness entirely.

The light cantrip could also do it (there's also been playtests that prove even cantrips like Mage Hand have been useful in combat, such as using it to move a goblin hexer's cloud ability away).
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Post by Psychic Robot »

The light cantrip could also do it
Proof?
(there's also been playtests that prove even cantrips like Mage Hand have been useful in combat, such as using it to move a goblin hexer's cloud ability away).
Only if you play, "Lawl, rules that don't say that I can't mean that I can!"
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Post by Torko »

Iron Mongler wrote: (there's also been playtests that prove even cantrips like Mage Hand have been useful in combat, such as using it to move a goblin hexer's cloud ability away).
According to customer service, mage hand can't even be used to get the pringles from the top shelf.
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Post by Doom »

Alas, don't have my PHB to check if Dispel Magic could somewhat stop it (but do note that the dragon could recast it in a round or three, far less time than what it'll likely take to kill the dragon, and isn't Dispel Magic a daily or encounter power?)

As far as ROFLstomp it while dazed but in darkness...I'm pretty sure the dragon will just keep it up, seeing as ranged attackers are useless, and the melee guys will have a brutal time hitting it while blinded. When dazed, using your one action to remain nearly invulnerable makes alot of sense, no?

Moving away does work..but the dragon just keeps the darkness up until recharged, then moves back in, puts the darkness up, and opportunity attacks or reaches players that shift/move away (sorry, don't have the MM with me either)

Darkvision might let you see through magical darkness, but the ability STILL blocks line of sight, and STILL blinds anyone in the area. Oh well.
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Post by Iron Mongler »

Proof?
You cannot physically affect zones. Light cantrip is not physically affecting a zone.
Only if you play, "Lawl, rules that don't say that I can't mean that I can!"
Considering it was the devs themselves that ruled it that way, (and that dnd was never really meant to be a rules bible in any edition) I'd use it above the dreaded 'house rules' you guys seem to hate so much (dragon and dungeon magazine have good suggestions for game-running in general, such as making a non-solo/non-elite Artillery who is the last enemy on the battlefield become a minion if it's the last monster to save combaty time).
According to customer service, mage hand can't even be used to get the pringles from the top shelf.
When did they say this? That's...really stupid if so, and they may as well have not bothered printing the cantrips if that really is the case.

Either way I'd take it with a silo of salt as Custserv has been proven time and again to not know what they're talking about.
Last edited by Iron Mongler on Tue May 26, 2009 12:39 pm, edited 3 times in total.
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Post by Iron Mongler »

Doom314 wrote:Alas, don't have my PHB to check if Dispel Magic could somewhat stop it (but do note that the dragon could recast it in a round or three, far less time than what it'll likely take to kill the dragon, and isn't Dispel Magic a daily or encounter power?)

As far as ROFLstomp it while dazed but in darkness...I'm pretty sure the dragon will just keep it up, seeing as ranged attackers are useless, and the melee guys will have a brutal time hitting it while blinded. When dazed, using your one action to remain nearly invulnerable makes alot of sense, no?

Moving away does work..but the dragon just keeps the darkness up until recharged, then moves back in, puts the darkness up, and opportunity attacks or reaches players that shift/move away (sorry, don't have the MM with me either)

Darkvision might let you see through magical darkness, but the ability STILL blocks line of sight, and STILL blinds anyone in the area. Oh well.
Dispel Magic is a daily utility, but would stop the zone until the recharge kicks in. Getting 1-3 rounds to hit the dragon after that (especially since Dispel Magic is level 6) would be rather brutal for it.

Sustaining the darkness is partially viable, but if the dragon wants to play it that way the team will just move away to punish the YBD for turtling (it can't even OA while dazed either!).

The problem with the YBD recasting Darkness whenever they move away is that smart players will be readying actions every time they leave the zone (and dragon's range for that matter). The dragon may get an opportunity for an OA or two, but 5 attacks all landing on it at once when he leaves his cover is going to drop it very quickly. As an elf, for example, if you literally shift, move 7 squares away, and ready an action, his 'darkness tpk' will -never- work against you.

It does block line of sight still by RAW. As intended it -should- see through it, but this is sadly a case where nothing is written about the two abilities interacting (since it happens rather rarely).

To be fair though, if you're fighting a black dragon in a closet for some reason you're going to be in a lot more trouble. :)
Last edited by Iron Mongler on Tue May 26, 2009 12:50 pm, edited 1 time in total.
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Post by Roy »

If the people whining about Mongols are to be believed, you're always fighting in closets.
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Post by Iron Mongler »

If the people whining about Mongols are to be believed, you're always fighting in closets.
If the 'closet' is so much as about 10 squares by 10 squares (standard map size) the YBD still can't be a successful troll.

(Remind me why 'mongols' are such a threat when archer-rangers are already really, really mobile on their own?)
Last edited by Iron Mongler on Tue May 26, 2009 1:35 pm, edited 1 time in total.
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Post by Psychic Robot »

Not this shit again.
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Post by Doom »

Iron Mongler wrote:
Dispel Magic is a daily utility, but would stop the zone until the recharge kicks in. Getting 1-3 rounds to hit the dragon after that (especially since Dispel Magic is level 6) would be rather brutal for it.

Sustaining the darkness is partially viable, but if the dragon wants to play it that way the team will just move away to punish the YBD for turtling (it can't even OA while dazed either!).

The problem with the YBD recasting Darkness whenever they move away is that smart players will be readying actions every time they leave the zone (and dragon's range for that matter). The dragon may get an opportunity for an OA or two, but 5 attacks all landing on it at once when he leaves his cover is going to drop it very quickly. As an elf, for example, if you literally shift, move 7 squares away, and ready an action, his 'darkness tpk' will -never- work against you.

It does block line of sight still by RAW. As intended it -should- see through it, but this is sadly a case where nothing is written about the two abilities interacting (since it happens rather rarely).

To be fair though, if you're fighting a black dragon in a closet for some reason you're going to be in a lot more trouble. :)
I'm still not convinced a level 6 daily power that only one class has (and then only maybe) and is only guaranteed to work for one round and that doesn't really DO anything but "allow normal attacks" is that big a deal...and a level 6 power that does that to a level 4 monster isn't saying much, either. The dragon has pretty good defenses and loads of hit points, I just don't see it going down in three rounds (with 2 rounds without darkness being the most you could sanely expect).

You keep implying some sort of daze-lock, and I'm a little confused...what level 4 power do the players have that they can repeat indefinitely to daze the dragon? I don't have all the books with me, but I'm sure you can help out. Heck, make it level 5, even. Seriously, LOTS of monsters are much weaker when permanently dazed, I just don't know to what player ability you're referring to that does this.

You make it sound like using a minor action to sustain is a big deal. Perhaps I've been playing the monsters all wrong. Other than move and attack, what else could the dragon spend a minor on, that's roughly comparable to 'invulnerability'?

I don't have my MM with me right now, but doesn't the dragon's breath weapon recharge, too? How do all those attacks land all at once when it's flying and breathing on them like that? I guess the ranged attackers could at least do something then, but with reach 2, the melee guys are going to have some problems defending, unless they cluster to together...making the breath attack that much more effective, eh? Guess I should get the MM and hold it open, but I really think the breath weapon can recharge.

I guess since darkness is a standard action, the party running away every time it's cast should work...but that does mean the dragon is getting breath attacks in lieu of claw attacks, in a very slow fight.

Of course, after the party all moves away and readies an action, the dragon can ready an action too: "Wait for the party to do something." Does the game now get stuck in an impossible loop? Granted, that's just plain silly, but it's odd that the dragon, who can see the party, will lose initiative against the party, which can't see the dragon. Failing that, what's to keep the dragon from just keeping the darkness up indefinitely...it will outlive the party, after all.

So, in a closet you've admitted it's a disaster...but in the open, the party will be forced to run away repeatedly, and there's not much to stop the dragon from running away, either. I'm pretty sure a dragon will pick either a closed or open area, no?

Certainly not a TPK, but this is very problematic to fight, with the only viable option the players have, like you say, is to run away, thus meriting Lago's "Problematic Monsters" thread.
Last edited by Doom on Tue May 26, 2009 7:53 pm, edited 2 times in total.
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Post by Iron Mongler »

Doom314 wrote:
I'm still not convinced a level 6 daily power that only one class has (and then only maybe) and is only guaranteed to work for one round and that doesn't really DO anything but "allow normal attacks" is that big a deal...and a level 6 power that does that to a level 4 monster isn't saying much, either. The dragon has pretty good defenses and loads of hit points, I just don't see it going down in three rounds (with 2 rounds without darkness being the most you could sanely expect).
Whether it's a big deal or not, I'm just listing options. The level of the power shouldn't be ruled out either, as you can encounter monsters up to your ECL-4 before they start becoming wastes of time (which, combined with the fact that you can level up monsters 5 times before they become obsolete, means you could fight Young Black Dragons at level 13 in some bizzaro world where black dragons eat their spinach). Is it likely you'll have dispel magic? Not really. But it's an option.
You keep implying some sort of daze-lock, and I'm a little confused...what level 4 power do the players have that they can repeat indefinitely to daze the dragon? I don't have all the books with me, but I'm sure you can help out. Heck, make it level 5, even. Seriously, LOTS of monsters are much weaker when permanently dazed, I just don't know to what player ability you're referring to that does this.
Allow me to explain. First off, line of sight doesn't block you from actually attacking -into- the darkness. Right off the bat then, a wizard has the ability to daze it with Color Spray, preferably used via an action point with a Tactical Presence Warlord nearby (or some other viable Leader). That also leaves open Chromatic Orb, Savage Frenzy, Predator's Flurry, Roar of Terror, and Thunder Hawk Rage, and that just covers Daze abilities as opposed to dropping a Stinking Cloud on it or a Wall of Thorns to punish it for 'camping'. I may have missed some other abilities here, but as you can see it's clearly not impossible to force it into daze or some other 'screwed' situation.
You make it sound like using a minor action to sustain is a big deal. Perhaps I've been playing the monsters all wrong. Other than move and attack, what else could the dragon spend a minor on, that's roughly comparable to 'invulnerability'?
When all the YBD can do for the turn is sustain the darkness, it's not using its actions to attack. It's doing the equivalent of a (bigger than normal) Total Defense action. The zone also does not follow the dragon, so if it moves out of it it'll have to put up the darkness again later.
I don't have my MM with me right now, but doesn't the dragon's breath weapon recharge, too? How do all those attacks land all at once when it's flying and breathing on them like that? I guess the ranged attackers could at least do something then, but with reach 2, the melee guys are going to have some problems defending, unless they cluster to together...making the breath attack that much more effective, eh? Guess I should get the MM and hold it open, but I really think the breath weapon can recharge.
Breath weapon recharges 33.3% of the time and automatically when he hits half HP (getting to use it immediately in the latter case as a free action). Flying is an option for him, but his breath weapon still has a range of Close Blast 5, so any ranged/close burst/area readied actions will go off (just about all of which have 10 squares of range at least). If the dragon is immobilized (ridiculously easy with many classes' ranged powers) or knocked prone from any of those attacks, it's not only going to regret that decision, but take an extra 2d10 to 3d10 for it too.

The melee characters sadly won't be able to pull much off (note that fighters can still mark them even with bow attacks, however), but most melee characters have the versatility to at least deal with that sort of threat when it happens (Barbarian is a strange exception as it gets no proficiency with ranged weapons, so it's literally best off just wielding a Greatbow everywhere since it sucks with everything else anyway).
I guess since darkness is a standard action, the party running away every time it's cast should work...but that does mean the dragon is getting breath attacks in lieu of claw attacks, in a very slow fight.
Not much to say about that. The party will definitely have an easier time if they have a Controller in the team, as it can punish the dragon with zones. It can take some time, but dragons have always been surprisingly resilient when factors like their flying and special abilities come into play (I don't recall a 3.5 Black Dragon's Darkness being particularly pleasant, and it could get much bigger too).
So, in a closet you've admitted it's a disaster...but in the open, the party will be forced to run away repeatedly, and there's not much to stop the dragon from running away, either. I'm pretty sure a dragon will pick either a closed or open area, no?
I was just going with the assumption of a swamp-ish area, where partial retreat is possible but getting away in the long term could pose more of a problem. You are correct though that the dragon could take the fight to an area more of his choosing, which would actually make for an interesting recurring villain. Mine in particular had a very nice acid pool he decided to head back to for his last stand. :p Even in these kinds of cases though, providing there's an exit out of a closet, a character could just stand outside a room and attack the YBD whenever it decides to come out to play.
Certainly not a TPK, but this is very problematic to fight, with the only viable option the players have, like you say, is to run away, thus meriting Lago's "Problematic Monsters" thread.


I would prefer to say that it's one of the few monsters I've seen in the MM so far that requires more strategy than just aggro. Perhaps that's problematic from the design standpoint of WoTC, but my opinion on them is not very high to begin with. :mrgreen:

(It should be noted that while I play both 3.5 and 4e, I can't stand 90% of the books WOTC releases for 4e, so I'm not just trying to come off as a mindless fanboy as opposed to neutrally objecting to things).
Last edited by Iron Mongler on Tue May 26, 2009 8:22 pm, edited 1 time in total.
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