D&D 4th Edition RulesAsk questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.
This is a very quick skim through WyzardWhately but...
There are still Trained Skill specific abilities, such as: reducing falling damage and detect magic.
Can't see any astraljammers, but... Just since I love Sigil, thought might say there is a quick blurb about Sigil, it seems to exist between the planes and is like your classic Sigil, lots of portals (to all the planes and parts unknown), bustling metropolis, Lady of Pain.
I haven't looked at Skill Challenges or Economy yet.
So as I understand it, there is one overall key ability for each class at level 1, and then a choice between two possible secondary abilities based on build options? What are the key abilities for each class?
Say Rechan in general as someone else with them, what you think so far?
I've mainly sunk my teeth into the MM. I'm kind've confused that some preview monsters we saw (Goblin Picanter, Shadow Demon, Bugbear Headhunter) are missing! I'm surprised that some monsters are the level they are. I'm confused that DB don't have a "Get wings" feat, but one of the DB in the MM have wings. Not enough traps IMHO (There should be a whole chapter on them ). They put whole sections on fighting under water/in the air/mounts. I loves it.
You'd possibly have to plan out your campaign in advance, because the book is all over the map with regards to levels and monster groups.
As far as the PHB? I LOVE IT. I love the classes. And abilities. I want to play everything. I love orbs (They are so nasty). Layout is nice, but they could've moved the advancement table a little earlier. Still, the whole thing is SEXY.
I have to doubly agree on the layout, it doesn't melt your eyes like other books.
I noticed the air combat section, I haven't read it yet, but it definitely peeked my interest.
Oh and answer to a question:
Well, builds are simply suggestions. So they don't really impact your key abilities in that they change it, but they suggest what abilities to concentrate on if you go that route.
The Key Abilities are:
Cleric: Wisdom, Strength, Charisma
Fighter: Strength, Dexterity, Wisdom, Constitution (all fighters need strength, but the others can depend on weapons)
Paladin: Strength, Charisma, Wisdom
Ranger: Strength, Dexterity, Wisdom
Rogue: Dexterity, Strength, Charisma
Warlock: Charisma, Constitution, Intelligence
Warlord: Strength, Intelligence, Charisma
Wizard: Intelligence, Wisdom, Dexterity
My posts will be a bit of a stream of consciousness... I'm doing this as I go.
Like the art. Many of these spread pieces feel a lot like the better Eberron art, in a good way.
I almost skipped the 'What's a RPG' chapter, but I'm glad I skimmed it. Sidebar has the history of D&D, which makes me smile.
Wow, this is well organized. The newbie play example flows naturally out of the section I mentioned above, and then it gets into the core mechanic.
Roll a d20. "You want to roll high!"
Add all relevant modifiers
Compare to the target number
Very clean. The basic rules structure is spelled out in 3 points which will settle many Hypersmurf-worthy arguments:
Simple Rules, Many Exceptions
Specific Beats General
Allways Eound Down
(Haven't seen D&D's additive multiplication mentioned yet... that still in, anyone who's farther than me?)
__________________ "I took a risk... and I ended up in the bag of holding" -the player of Ian Whitefire (deceased)
I have to doubly agree on the layout, it doesn't melt your eyes like other books.
I noticed the air combat section, I haven't read it yet, but it definitely peeked my interest.
Oh and answer to a question:
Well, builds are simply suggestions. So they don't really impact your key abilities in that they change it, but they suggest what abilities to concentrate on if you go that route.
The Key Abilities are:
Cleric: Wisdom, Strength, Charisma
Fighter: Strength, Dexterity, Wisdom, Constitution (all fighters need strength, but the others can depend on weapons)
Paladin: Strength, Charisma, Wisdom
Ranger: Strength, Dexterity, Wisdom
Rogue: Dexterity, Strength, Charisma
Warlock: Charisma, Constitution, Intelligence
Warlord: Strength, Intelligence, Charisma
Wizard: Intelligence, Wisdom, Dexterity
Thanks! Two questions though:
Fighters emphasize Wisdom?
Paladins are defenders and DON'T emphasize constitution?
I will say that I did have to hunt for mechanical stuff like defenses. There's a comment in Ability Scores that says 'refer to this page for defenses', but still.
Quote:
Paladins are defenders and DON'T need constitution?
A nice con is useful, but doesn't relate to your powers.
Be aware that the stats that Fallen Seraph mentions.
Primary Stat 1, Primary Stat 2, Secondary Stat that Would be Very Good to Have.
For example, a Paladin needs a good wisdom. A lot of his tricks depend on something there (like lay on hands depends on wisdom score).
From the preview, the rogue build options seem to determine which stat is Primary 2, and which is the secondary. Is this accurate? Does it hold true for all classes? Does the primary stat vary with build choice for any class?
I will say that I did have to hunt for mechanical stuff like defenses. There's a comment in Ability Scores that says 'refer to this page for defenses', but still.
A nice con is useful, but doesn't relate to your powers.