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Thread: Core Rulebook Questions
Monday, 19th May, 2008, 08:59 AM #21
Anything else about a wizard's spellbook. Is it just for being able to choose between alternate powers in the morning, or is there something else that it is used for too?
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Monday, 19th May, 2008, 10:18 AM #22
Magsman (Lvl 14)
Alchemy/overall item creation. Don't just say "Buy our next book!" because that just makes me want to pirate the damn thing.
Skills. More and more and more skills info. If we're gonna play 4e, I need to know what to start house ruling
Monday, 19th May, 2008, 11:59 AM #23
Acolyte (Lvl 2)
I'll put in another vote for Warlock stuff and rituals. I suppose magic item creation falls under rituals... but really that's probably add Residuum, mix in gold and roll the D20.
Monday, 19th May, 2008, 12:07 PM #24
Novice (Lvl 1)
This.Originally Posted by DdraigGoch
This.Originally Posted by MMKyt
And more on rituals.
"All the people will look up and shout, ‘Save us.' And I'll look down and whisper ‘No.'".
Monday, 19th May, 2008, 10:51 PM #25
Acolyte (Lvl 2)
Rituals seem really really popular. Let's hope the preview on the 28th will shine some light. Something we didn't think of yet.Originally Posted by Cirex
Monday, 19th May, 2008, 10:57 PM #26
Ah, cool, thank you for the info. I misread the FAQ at Wizards' site as saying the rule would be found in the PHB. Picking up KotS tomorrow!Originally Posted by FitzTheRuke
Monday, 19th May, 2008, 11:03 PM #27
I'd would like to know:
If Clerics have the ability to use shields.
Oh, and anything on deities is good too (fluff or crunch).
Last edited by Fiendish Dire Weasel; Tuesday, 20th May, 2008 at 12:15 AM.
Monday, 19th May, 2008, 11:08 PM #28
Cutpurse (Lvl 5)
Personally, I am happy with the crunch that has been revealed so far but want to know more fluffy stuff from the DMG becuase I hope WoTC have learned from the fact that the 3.5 DMG was actually a very poor resource;
specifically; what is the PoL area/town like that has been stated as in the DMG? I want to see how WoTC envisage this concept in play. They said that they had included a section not unlike Salt Marsh from DMG II and stuck it in the 4E DMG. Are there any adventure sites associated with this town?
I would also like to know how explicitly they reveal the maths behind the system in the DMG; i.e. do they reveal enough that we can really mod the system to completely eliminate stuff we don't like. If they do, then this makes the game much more customisable and I am really hoping this section is big.
I am also interested to see what they produce in terms of actual DMing advice. I love this kind of stuff and feel you can always learn something new from this.
I would also like to know more about the default setting that includes Nerath, Bael Turath and other places.
Monday, 19th May, 2008, 11:15 PM #29
Gallant (Lvl 3)
Isn't a race as smart and charming as the gnome worth the wait?Originally Posted by Twiggly the Gnome
Freelance Game Designer
Former Designer and Editor at Wizards of the Coast
Monday, 19th May, 2008, 11:22 PM #30
Myrmidon (Lvl 10)
+2 Int and Cha? Thanks Logan.Originally Posted by WotC_Logan
New Sig Rules are lame, and I am cheap.
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