This quiz if for Dungeons and Dragons - 4th Edition Dungeon Masters and Players who like to know their rules inside and out. I myself like to know the rules well - not because I like being a "rule lawyer", but because I want to be able to DM the game to the best of my ability. This particular quiz is only about chapter 7 in the Player's Handbook - equipment. Other quizzes will cover other chapters. The quiz is not easy - you'll have to know your stuff. Comments are appreciated especially if you disagree or if the wording Read morecould be improved.
1 gp is worth 100 sp and 10 cp
1 gp is worth 10 sp and 100 cp
1 gp is worth 100 sp and 1000 cp
1 gp is worth 20 sp and 120 cp
1 gp is worth less than 1 sp and 1 cp.
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1 pp is worth 100 gp.
1 pp is worth 10 gp.
1 pp is worth 1000 gp.
1 pp is worth less than 1 gp.
1 pp is worth 16 gp.
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1 ad is worth 1000 gp.
1 ad is worth less than 1 gp.
1 ad is worth 100 gp.
1 ad is worth 10,000 gp.
1 ad is worth 10 gp.
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It provides a +1 shield bonus to AC.
You can still use your shield hand to hold another item, to climb, or other similar actions.
You get a -1 skill check penalty when wielding a light shield to all Strength, Dexterity and Constitution based skills.
You can use your shield hand to make attacks.
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+13 AC, -1 to speed, -2 skill check.
+15 AC, -1 to speed, -2 skill check.
+13 AC, -1 to speed, -4 skill check.
+15 AC, -1 to speed, -4 skill check.
None of the above
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Off hand: You can only chop off hands with the handaxe.
Heavy thrown: it does more damage than light thrown, but you can usually only throw one.
Heavy thrown: uses your Strength modifier instead of Dexterity (when used for ranged attacks).
Off hand: you can hold the weapon in your other hand, but can't attack with it.
Off hand: you can hold the handaxe in your other hand, and can attack either with your main hand weapon or your handaxe.
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Only attack adjacent enemies.
Only attack enemies 2 squares away.
Only attack enemies 3 squares away.
Attack adjacent enemies as well as those 2 squares away.
Attack adjacent enemies as well as those 2 or 3 squares away.
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Even with a reach weapon, you can only flank adjacent enemies.
If flanked, you can only use the reach weapon against adjacent enemies.
Reach does not extend over enemy combatants. If an enemy is between you and the intended target, you cannot use reach to bypass the closer target.
Even with a reach weapon, you can only make opportunity attacks against adjacent enemies.
Reach can only be used once per round
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Javelin: simple melee weapon, one handed, weight of 2lb, spear group, properties: heavy thrown.
Quarterstaff: simple melee weapon, two handed, weight of 4lb, staff group, properties: none.
Crossbow: simple ranged weapon, two handed, weight of 4lb, crossbow group, properties: load minor.
Shortbow: military ranged weapon, two handed, weight of 2lb, bow group, properties: load free, small.
Bastard sword: military melee weapon, one handed, weight of 6lb, heavy blade group, properties: versatile.
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High Crit: deals critical damage on a 19 or a 20.
High Crit: deals maximum damage and an additional 1[W] damage on a critical hit.
Load: any (ranged) weapon with the load property (load free, load minor) requires two hands to load, even if you can use only one hand to attack with it.
Load: Load free means loading is a free action, Load minor means loading is a minor action.
Load: if a power allows you to hit multiple targets, you must be able to reload for each target. Thus for a weapon with Load Minor, you could at most hit two targets in one normal turn.
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Javelin: simple melee weapon, one handed, proficiency bonus +2, weight of 2lb, spear group, properties: heavy thrown.
Bastard sword: military melee weapon, one handed, proficiency bonus +3, weight of 6lb, heavy blade group, properties: versatile.
Crossbow: simple ranged weapon, two handed, proficiency bonus +2, weight of 4lb, crossbow group, properties: load minor.
Shortbow: military ranged weapon, two handed, proficiency bonus +2, weight of 2lb, bow group, properties: load free, small.
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The Large-Glaive does (one step up) 1d10 damage instead of 2d4, due to its larger size. Using a Glaive increases the fire giant's reach to 3 squares.
The Fire giant can only use the Large-sized Glaive, but not the Medium-sized Glaive.
The Fire giant can only use both Glaives, due to the Glaive being a two-handed weapon. If he uses the Medium-sized Glaive, he uses it one-handed.
Yurtor can only use the Medium-sized Glaive, but not the Large-sized Glaive.
Yurtor can use the both Glaives. If he uses the Large-sized Glaive, he uses it two-handed, but does no additional damage (i.e. 2d4 instead of 1d10).
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Binwin can just lift the statue, but can only move at speed of 2 (slowed).
Binwin could push or shove the statue at normal speed.
Binwin could push or shove the statue at a speed of 2 (slowed).
Binwin can attack while carrying the statue.
Binwin can push the statue over difficult terrain, but only 1 square at a time.
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Magical thrown weapons automatically return to its wielder's hand.
Magical thrown weapons cannot be wielded by anyone other than their owner.
Magical thrown weapons extend the weapons range by the number of squares of the enhancement (e.g. a +1 extends the range by 1 square, +5 extends by 5 squares).
None of the above: Magical thrown weapons do not have any additional abilities.
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To-hit (attack) rolls only
Damage rolls only
To-hit and damage rolls
To-hit, damage and saving throws.
None of the above.
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17 points
77 points
85 points
93 points
I was told there would be no math.
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+2
+3
+5
+7
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Rod
Wand
Orb
Staff
Symbol
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Intelligence of 15 or higher.
No prerequisites - anyone can use a wand.
Must be of the same alignment as the creator of the wand
Must be able to use/tap the same power source as the power in the wand.
Must be at least the same level as the magic item (the wand).
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2 - one on each hand.
6.
8
10
None of the above
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Darla looks very silly, but otherwise the armor provides the normal benefit to AC.
Darla can wear the plate armor and gains the normal benefit to AC, but has -2 on attack rolls and -2 on reflex defenses.
Darla gains no benefit to AC from the armor. She's not proficient.
The benefit to AC is halved due to her not being proficient.
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1
2
3
4
5
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