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Old 28th May 2008, 01:09 PM   #281 (permalink)
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Quote:
Originally Posted by Tuft
Acrobatics has a specific "Stunt" option that are not present in the other skills. That allows you to do something "tumble-ish" (think the example was something like "vaulting over an opponent") IF you manage to sweettalk you DM into it (read: I think the difficulty was set by the DM on a case-by-case basis, no fixed rule.)
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Old 28th May 2008, 01:09 PM   #282 (permalink)
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Man. It seems like the designers really got their jollies making the Infernal powers. On several levels, there's 2 infernal powers and only 1 Fey and Star.

Also, int modifies various abilities, similar to how Wisdom modifies various Paladin abilities.
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Old 28th May 2008, 01:16 PM   #283 (permalink)
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What do daggers do as implements, for wizards?

Orbs = basically make harder to save against.
Wands = bonus to hit.
Staffs = bonus damage??
Daggers = ???
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Old 28th May 2008, 01:37 PM   #284 (permalink)
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Quote:
Originally Posted by Silverblade The Ench
What do daggers do as implements, for wizards?

Orbs = basically make harder to save against.
Wands = bonus to hit.
Staffs = bonus damage??
Daggers = ???
Wizards don't use daggers. Warlocks get rods & wands with daggers as special (along the lines of the holy avenger for a paladin).

Orbs - Better Duration for spells, Wis Based bonus
Wands - Better attack roll for spells, Dex based
Staffs - Better defense, con based

All of the basic benefits are free actions and only usually last 1 round.

EDIT: Wis affects some of the wizard At-Wills, but I haven't seen it in the normal powers (Thunderlance is now a set 4 squares, for example).

And they didn't fix Mirror Image -_-
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Old 28th May 2008, 01:41 PM   #285 (permalink)
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Quote:
Originally Posted by Silverblade The Ench
What do daggers do as implements, for wizards?

Orbs = basically make harder to save against.
Wands = bonus to hit.
Staffs = bonus damage??
Daggers = ???
From what I can see, nothing. There is a "pact blade" mentioned in the warlock section which is a special magical dagger that acts as an implement for warlocks.

The only implements for wizard are: Orb, Staff or Wand, which grants its bonus to attack and damage with 'implement' keyword powers, as well as choosing your implement mastery. I suspect we will see more implement masteries in the Arcane splatbook as well.

I am sure I read somewhere that more implements will be included in the splat books to follow.
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Old 28th May 2008, 01:48 PM   #286 (permalink)
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Quote:
Originally Posted by Dyrvom
Can I get a clarification as to the Half-Elf racial power (ie. is it simply "another class's at-will as an encounter" like we thought)?
Half-Elf
* +2 Con, +2 Cha
* Medium, 6 squares, Low-Light
* +2 Diplomacy, +2 Insight
* Choose an at-will power from a class different from yours and use it as an encounter power.
* Can take Human or Elven feats.
* Grant +1 Diplomacy to all allies within 10 squares.
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Old 28th May 2008, 01:53 PM   #287 (permalink)
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Ah, thanks folks
thought I'd read some place daggers were going ot be an implement, too.
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Old 28th May 2008, 01:57 PM   #288 (permalink)
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Quote:
Originally Posted by Silverblade The Ench
Ah, thanks folks
thought I'd read some place daggers were going ot be an implement, too.
I seem to remember that in the first iteration of implements they were mentioned. However, that was way back in the development cycle when books were an implement as well. Once things were closer to what they are now, I think we heard that daggers, masks, and other such implements would make an appearance later on (thus likely in the Arcane book).

Keep in mind, they do need to keep some juicy material to put in the future books. I am certain they specifically "trimmed" the PHB taking out certain "extras" for later use in the splatbooks.
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Old 28th May 2008, 02:24 PM   #289 (permalink)
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Originally Posted by RigaMortus2
If I wanted to make an archer type character, could the Fighter fill this role, or am I stuck with Ranger? ie, can you make a feasible archery based Fighter?
No, because 3E fighters got split into two 4E classes, due to the concept of roles. 3E fighters could be defenders or strikers. So in 4E the fighter got split into a class for each role, and the striker killed the ranger and took all his weapon skills, and his name.

( If WoTC had just given both these classes brand new names, we wouldn't have half the trouble wrapping our heads around what they do, but then I guess it would be too much of a departure from the icons of D&D. )

The new defender class kept the name of Fighter. It wears heavy armour, goes toe to to with the enemy, and has lots of abilities to discourage any opponent it can close with from attacking other, less resilient party members, and swing at the Fighter instead. Standing back and using a missile weapon just doesn't work with that role - they need to get up close and personal to be effective.

The lightly armoured, mobile finesse fighter now goes by the name of Ranger. Despite the name of 'Ranger', this class has no magic, no animal companion, and doesn't even necessarily know that much about nature. As a striker, their role is to inflict damage on the enemy, preferably without getting hit themselves. To achieve this they can either specialise in darting in and out of combat with a melee weapon in each hand, or standing back and letting fly with arrows et al. It's really just another type of fighter with a different role - dealing damage instead of keeping the enemy occupied.

So if you want a non-magical Fighter specialised in Archery, you actually want a Ranger in 4E. It just feels weird because we're used to that class name having a lot of baggage it no longer has in 4E.

By the same token, anyone wanting to play a woodsman with nature-themed magic and a trained attack lion/tiger/bear/(oh my!) is SoL for now.

Last edited by Lurker37; 28th May 2008 at 02:29 PM.. Reason: clarity
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Old 28th May 2008, 02:25 PM   #290 (permalink)
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Hey there!

A few minor questions for anyone with the books. Curious about the number of epic monsters in the book (a general ballpark figure will do), and who are the top ten highest level (or should that be by XP Value I suppose) monsters in the book (Name, Level & Role)?

WotC mentioned Orcus is Level 33, just wondering if Levistus or any other unique beings show up?

Thanks in advance.
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Old 28th May 2008, 02:34 PM   #291 (permalink)
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Quote:
Originally Posted by Lurker37

The lightly armoured, mobile finesse fighter now goes by the name of Ranger. Despite the name of 'Ranger', this class has no magic, no animal companion, and doesn't even necessarily know that much about nature.

By the same token, anyone wanting to play a woodsman with druidic magic and a trained attack lion/tiger/bear/(oh my!) is SoL for now.
Hooray and hooray, respectively. Though to be fair, D&D has never supported a mobile finesse fighter. At least not well. You certainly couldn't do it effectively with the fighter class.
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Old 28th May 2008, 02:41 PM   #292 (permalink)
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Quote:
Originally Posted by Upper_Krust
Curious about the number of epic monsters in the book (a general ballpark figure will do), and who are the top ten highest level (or should that be by XP Value I suppose) monsters in the book (Name, Level & Role)?
The Top 10:

1) Orcus - Level 33 Solo Brute
2) Ancient Red Dragon - Level 30 Solo Soldier
3) Tarasque (Abomination) - Level 30 Solo Brute
4) Runescribed Dracolich - Level 29 Solo Controller
5) Godforged Colossus - Level 29 Elite Brute
6) Efreet Karadjin - Level 28 Soldier
7) Sorrowsworn Deathlord - Level 28 Lurker
8) Earthrage Battlebriar - Level 28 Elite Brute
9) Atropal (Abomination) - Level 28 Elite Brute
10) Adult Blue Dragon - Level 28 Solo Artillery


By epic, did you mean Elites? If so about 90.
If you meant "epic Tier" ... about 75.
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Old 28th May 2008, 02:42 PM   #293 (permalink)
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I think they hired weapons consultants on the images of weapons - some of them look much more realistic and are better represented than all the previous editions.
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Old 28th May 2008, 03:35 PM   #294 (permalink)
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Cool stuff, all.

The question I have regarding the Warlock powers is:

If a Warlock power says it is associated with a given Pact, do you need to have that pact to pick the power? E.g., if I'm a Star pact Warlock, can I choose Infernal pact powers?

Looking forward to hearing more.
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Old 28th May 2008, 03:52 PM   #295 (permalink)
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Quote:
Originally Posted by Matrix Sorcica
I'm a bit let down that there's reused art in the MM. You'd think that in a production of this magnitude, Wizards could afford ten more illustrations or so......
This isn't unusual. In fact, 3E is the only edition DIDN'T recycle old art.
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Old 28th May 2008, 03:52 PM   #296 (permalink)
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I don't know if this is the right place to put this, but:
The fact that phoenixes are now unintelligent, fiery cousins of rocs is stupid.
This probably isn't the right place to put that.
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Old 28th May 2008, 03:57 PM   #297 (permalink)
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Re: reused art, I would be willing to bet any money that the only reason it's reused is that the new art submitted was not accepted.
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Old 28th May 2008, 04:18 PM   #298 (permalink)
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To the lucky bookowners:

What other goodies can be found in the DM's Toolbox?
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Old 28th May 2008, 04:37 PM   #299 (permalink)
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Class Templates

Hey folks!

Since my books are still a few weeks off (they're going to be a Father's Day gift from my wife), could someone give examples of a few of the "class templates" that were mentioned? I've been dying to know how those work.

Thanks!
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Old 28th May 2008, 04:46 PM   #300 (permalink)
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Would like to re-ask... Can we get any info on alignments? Is Neutral Good and Chaotic Good rolled into Good? Do Paladins have to be Lawful Good, or can they be of other alignments? Any other classes have alignment restrictions?

Any other info you can give regarding alignments?
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