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<blockquote data-quote="Insight" data-source="post: 4078844" data-attributes="member: 11437"><p>OK on to the blog. I thought I'd start first with some general observations apart from the character sheets (see below for those - I have all six that have been released at the event).</p><p></p><p>[sblock=Bone Shard Skeleton] This is sblocked because the Bone Shard Skeleton appears in one of the preview adventures. Anyway, the Bone Shard skeleton 'explodes' when it reaches 50% damage (a condition called Bloodied). As an immediate action, it does damage against all creatures in range. The Bone Shard Skeleton also does this when it dies.[/sblock]</p><p></p><p>Combat Advantage: When you gain Combat Advantage against a target (which happens when it is flanked, runs, or some other possibly situations), you gain a +2 bonus to hit. Rogues and others may gain special abilities associated with having Combat Advantage on a target.</p><p></p><p>Damage Types: I have seen Cold, Fire, Radiant, and Necrotic damage types. Fire attacks seem to have the chance to set the target aflame.</p><p></p><p>Enemy HP: In both the dungeon delves and the preview adventures, we used 1st level characters. We had between 23 and 33 HP. There were creatures that had 40+ HP, and some reportedly had 70+ HP. This seems rather unbalanced. It's a small sample size, so maybe this is an aberration rather than the rule.</p><p></p><p>[EDIT] Implements: Some spellcasters use <em>implements</em> to cast spells or use powers. An implement is something like a wand or a staff. Our characters started with wands (Warlock and Wizard) or a holy symbol (Cleric). Normally, implements don't do a whole lot, other than that you can't use the power/spell without the implement. We came across some magic items that were <em>implements</em> and added to the powers' and spells' damage and attack rolls. There is a question right now whether or not you can gain the benefit of more than one implement at one time.</p><p></p><p>Incorporeal: Take 50% damage reduction. Not sure if any effects or spells bypass this reduction.</p><p></p><p>[sblock=NPC Barbarians]In the preview adventure, the NPC Barbarians, when 'bloodied', would go into a sort of rage, which added +4 to hit and +1d6 damage.[/sblock]</p><p></p><p>Saving Throws: Certain lingering effects can last for a long time. In order to escape this effect, you get a saving throw. Unlike the 3.x saves, this is a straight d20 check (you might sometimes get a bonus to this roll). 1-9 means that the effect continues, while a 10-20 means that the effect ends (this ends up being a 5% statistical advantage for the defender). Another sort of saving throw is when you are at negative hit points. </p><p></p><p>You no longer die at -10 HP. Instead of dying at -10, you die at - (CON score) (I think). In any event, when you are down and at negatives, you get a save to see if you die. Roll a d20. If you roll 1-9, you gain a Death Token. Three of these are you're worm food. If you roll 11-19, nothing happens. if you roll 20+ (again, sometimes you gain a bonus to this saving throw), you get to use a healing surge (see the quick start rules for this; I'm not going to rehash the stuff there).</p><p></p><p>So, there are two ways to die: get to negative (CON score) or gain 3 Death Tokens.</p><p></p><p>Shadows (Undead): If the target can't see you at the beginning of your action, you can attack and with a hit, the target is weakened (50% reduction in damage). Lasts until your next turn.</p><p></p><p>Skill Challenges: These are <s>cool</s> <s>awesome</s> a great idea! In essence, the DM gives the characters some sort of task. [sblock]In our adventure, the PCs had to escape the city, being chased by the guards.[/sblock] The players get to decide how to deal with the situation, using whatever skills they can think to use. You might use Diplomacy to talk your way out of a situation, or Stealth to sneak away, or Knowledge (Religion) to contact local religious officials for aid. And so forth. What I like is that the <em>players</em> use their imagination to meet the challenge, and have a number of options to deal with it. As a player, you decide whether you want to take on a Low, Medium, or High Challenge. To resolve this challenge, you make a skill check (DC 11, 15, or 19, respectively). If you succeed, and don't quote me on this, I believe you succeed in whatever it is you're trying to do.</p><p> </p><p>Swarms: Reduced damage (50% ?)from attacks that target a single source, but take full damage fro attacks that target an area (such as a burst power).</p><p></p><p>Undead (General): Take extra damage from the radiant damage type. I believe this is +5 or +50% (not sure).</p><p></p><p>If I encounter anything significant tomorrow, I'll certainly post again tomorrow evening. I'd also like to post some overall observations about less mechanical concerns, and my overall impressions of 4th ed so far.</p></blockquote><p></p>
[QUOTE="Insight, post: 4078844, member: 11437"] OK on to the blog. I thought I'd start first with some general observations apart from the character sheets (see below for those - I have all six that have been released at the event). [sblock=Bone Shard Skeleton] This is sblocked because the Bone Shard Skeleton appears in one of the preview adventures. Anyway, the Bone Shard skeleton 'explodes' when it reaches 50% damage (a condition called Bloodied). As an immediate action, it does damage against all creatures in range. The Bone Shard Skeleton also does this when it dies.[/sblock] Combat Advantage: When you gain Combat Advantage against a target (which happens when it is flanked, runs, or some other possibly situations), you gain a +2 bonus to hit. Rogues and others may gain special abilities associated with having Combat Advantage on a target. Damage Types: I have seen Cold, Fire, Radiant, and Necrotic damage types. Fire attacks seem to have the chance to set the target aflame. Enemy HP: In both the dungeon delves and the preview adventures, we used 1st level characters. We had between 23 and 33 HP. There were creatures that had 40+ HP, and some reportedly had 70+ HP. This seems rather unbalanced. It's a small sample size, so maybe this is an aberration rather than the rule. [EDIT] Implements: Some spellcasters use [i]implements[/i] to cast spells or use powers. An implement is something like a wand or a staff. Our characters started with wands (Warlock and Wizard) or a holy symbol (Cleric). Normally, implements don't do a whole lot, other than that you can't use the power/spell without the implement. We came across some magic items that were [i]implements[/i] and added to the powers' and spells' damage and attack rolls. There is a question right now whether or not you can gain the benefit of more than one implement at one time. Incorporeal: Take 50% damage reduction. Not sure if any effects or spells bypass this reduction. [sblock=NPC Barbarians]In the preview adventure, the NPC Barbarians, when 'bloodied', would go into a sort of rage, which added +4 to hit and +1d6 damage.[/sblock] Saving Throws: Certain lingering effects can last for a long time. In order to escape this effect, you get a saving throw. Unlike the 3.x saves, this is a straight d20 check (you might sometimes get a bonus to this roll). 1-9 means that the effect continues, while a 10-20 means that the effect ends (this ends up being a 5% statistical advantage for the defender). Another sort of saving throw is when you are at negative hit points. You no longer die at -10 HP. Instead of dying at -10, you die at - (CON score) (I think). In any event, when you are down and at negatives, you get a save to see if you die. Roll a d20. If you roll 1-9, you gain a Death Token. Three of these are you're worm food. If you roll 11-19, nothing happens. if you roll 20+ (again, sometimes you gain a bonus to this saving throw), you get to use a healing surge (see the quick start rules for this; I'm not going to rehash the stuff there). So, there are two ways to die: get to negative (CON score) or gain 3 Death Tokens. Shadows (Undead): If the target can't see you at the beginning of your action, you can attack and with a hit, the target is weakened (50% reduction in damage). Lasts until your next turn. Skill Challenges: These are [s]cool[/s] [s]awesome[/s] a great idea! In essence, the DM gives the characters some sort of task. [sblock]In our adventure, the PCs had to escape the city, being chased by the guards.[/sblock] The players get to decide how to deal with the situation, using whatever skills they can think to use. You might use Diplomacy to talk your way out of a situation, or Stealth to sneak away, or Knowledge (Religion) to contact local religious officials for aid. And so forth. What I like is that the [i]players[/i] use their imagination to meet the challenge, and have a number of options to deal with it. As a player, you decide whether you want to take on a Low, Medium, or High Challenge. To resolve this challenge, you make a skill check (DC 11, 15, or 19, respectively). If you succeed, and don't quote me on this, I believe you succeed in whatever it is you're trying to do. Swarms: Reduced damage (50% ?)from attacks that target a single source, but take full damage fro attacks that target an area (such as a burst power). Undead (General): Take extra damage from the radiant damage type. I believe this is +5 or +50% (not sure). If I encounter anything significant tomorrow, I'll certainly post again tomorrow evening. I'd also like to post some overall observations about less mechanical concerns, and my overall impressions of 4th ed so far. [/QUOTE]
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