D&D 4E Essential 4e: Heroes of the Forgotten Lands

what are the feats and requirements for the counterparts to that will feat they previewed (+2 to will for 15 wisdom or something)

do they mention what happens to old feats etc

Some Feat notes:

Great Fortitude: +2 FORT (+3 at 11th, +4 at 21st)
Implement Focus: +1/tier damage with proficient implement, can take more than once
Improved Defenses: +1/tier to FORT, REF, WILL
Iron Will: +2 WILL (+3 at 11th, +4 at 21st)
Lightning ReflexesL +2 REF (+3 @ 11, +4 @ 21)
Resilient Focus: +2 to Saves
Skill Focus: +3 to a skill, can be taken more than once
Superior Fortitude - req STR 15 or CON 15, gives same as Great Fortitude plus resist 3/tier ongoing damage
Superior Reflexes - req DEX or INT 15, same as Lightning Reflexes, plus gain CA against all enemies during first round
Superior Will - req WIS or CHA 15, gives Iron Will benefits plus save vs. dazed or stunned at the start of your turn (even if an affect wouldn't normally end on a save)
Weapon Focus: +1/tier damage for a weapon group, can take more than once.

There's no reference to old feats, either to allow or disallow or replace or include them. The Essentials books seem like a self-contained subset that makes up a complete game, but are compatible with the "greater game" as it were.
 

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So superior fort is actually resistance against ongoing damage? That's pretty interesting. Looks like the pick of the litter there is superior will though.
 

could you PLEASE tell us how the enchant magic item ritual is written and what the book says about crafting uncommon items

There is no Enchant Magic Item ritual in this book.

Uncommon and Rare magic items - "the techniques for their creation have been lost to the ravages of time. Now they can be found only as part of treasure hoards in ancient ruins and dangerous dungeons."
 


There's no reference to old feats, either to allow or disallow or replace or include them. The Essentials books seem like a self-contained subset that makes up a complete game, but are compatible with the "greater game" as it were.

So from what you can see would you say that it essentially (hah!) functions in a similar way to Gamma World? In that it still uses the basic "core" 4e rules but essentially (hah again!) layers a new "experience" on top?

I think this is going to be the new way D&D (D20) works from this point on... Every so often we'll see a new experience layered on top, that still uses the core 4e rules, and can be used either independently or right along side the existing material.

I think that's what they mean when they say the ravenloft boxed set will be it's own game, and also a campaign setting. I think it will have its own classes and races, and stuff but will still use the base 4e rules, allowing us to mix and match really simply.

This will allow the users to really customize their own game to whatever they want.

And while we'll still argue unendingly about what the best ideas are, we no longer have to fight about what D&D should be... As it now seems they're willing to make a number of different (fully compatible) ideas about what it is at the same time.


Sorry to derail the thread there for a moment- just had to get that off my mind. :P
 




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