Talk:Rules (4E)
Contents
Options under Consideration
Action Point Use
The following additional options are available with Action points.
- Trading in Actions By spending an Action Point, you can:
- Recover a spent encounter power.
- Recover a spent daily power at the cost of another power of the same type and the same or a higher level.
- Total Defense Gain a +2 bonus to all your defenses until the start of your next turn.
- Break one Effect End one effect or condition that is currently affecting you.
- You cannot break effects that last until the end of the encounter or longer.
- If you end "dying" in this way, you stabilize.
NPC/Monster Healing Surges
The one healing surge per tier a monster or NPC gets is per encounter.
Obsolete Options
Overrun
A larger creature can freely enter the space of smaller creatures. This triggers an attack of opportunity as normal, but does not cost any extra movement. If you are in an illegal position at the end of the larger creature's movement, you have the option to either fall prone or shift to the closest legitimate space. You cannot shift further than your base speed this way; if there is no legitimate space you instead fall prone.
Out of Turn Total Defense
As a free action any time when you attacked, you can give up your next standard action to gain the bonus for full defense (+2 to all defense values) until the end of your next turn.
This rule gives a character the option of defending himself, providing an additional element to combat tactics. It also provides adventurers with additional tactical options, such as a "wolf pack" tactic: When a group attacks a single target, whoever the target retaliates against uses the out-of-turn dodge to aid his AC, while each of the others attacks the opponent on his or her turn.
- Flanking From the Inside When you are occupying the same square as an enemy and any other creature is adjacent to it, the enemy is flanked.
This would only be applicable to some very few powers and to Tiny creatures anyway