• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 4E 4e Playtest Characters

Nikosandros said:
R&C confirmed a single progression (+1/2 per level) for AC, defenses, skill checks and attacks.
Thanks. I don't have that book.
Did they also confirme the change on the ability scores modifiers?
 

log in or register to remove this ad

Very nice.

I think second wind should not heal "bloodied" damage but rather only the "luck" portion of HP. Also, how did you figure out how many HP it gives back?

Here is some skill stuff.

Intimidate was announced as a skill much to my chagrin.
History was also announced.


I would modify these:
jump to acrobatics
ride to athletics
bluff to streetwise
gather information to diplomacy
perform oratory to diplomacy
appraise, craft and repair magic items to arcana


Then add these skills:
Finery (appraise, craft and repair art and finery, forgery)
Build (appraise, craft and repair buildings and such, K: Arch & Eng)
Craft (appraise, craft and repair armor weapons and such)
Music (perform instrument, perform sing)
Act (disguise, perform comedy, perform acting)

Dump:
endurance (concentration) because I hope that concentration is just a level check or something.
Deception (Bluff, Forgery, Disguise) moved everything to other stuff

Arcana (K: Arcana, Spellcraft)
Acrobatics (Balance, Tumble, Escape Artist)
Athletics (Swim, Climb, Jump)
Deception (Bluff, Forgery, Disguise)
Diplomacy (Diplomacy, Perform, Intimidate)
Dungeoneering (K: Arch & Eng, K: Dungeoneering)
Endurance (Concentration)
Heal
Insight (Sense Motive, Appraise)
Initiative
Nature (K:Nat, Survival, Handle Animal)
Sleight of Hand (Open Lock, Pick Pocket, Disable Device)
Perception (Spot, Listen, Search)
Religion
Ride
Stealth
Streetwise (K: Local, Gather Information)

Anyway final skill list looking something like:
1. Acrobatics (jump, tumble, balance, escape artist)
2. Act (disguise, perform act, perform comedy)
3. Arcana (appraise, craft and repair magic, knowledge arcane, spellcraft, alchemy, id dragons, planar creatures, and constructs)
4. Athletics (climb, swim, ride)
5. Building (craft and repair buildings and structures, knowledge architecture and engineering)
6. Craftsmanship (appraise, craft and repair most things, craft arms and armor)
7. Diplomacy (gather information, diplomacy, perform oratory)
8. Dungeoneering (nature, handle animal, survival but for underground, id animals, plants and oozes)
9. Finery (appraise, repair and craft fine things/art- including forgery)
10. Heal
11. History (history, local, nobility, royalty, id a religion, and humanoids)
12. Insight (sense motive)
13. Intimidate
14. Language (speak language, decipher script, id a language)
15. Manipulation (open locks, disable traps, sabotage device, sleight of hand)
16. Music (perform musical instrument, perform sing)
17. Nature (nature, handle animal, survival, id animals, plants and fey)
18. Occult (religion, id undead, and shapchangers)
19. Perception (spot, listen, search)
20. Pilot (profession sailing)
21. Stealth (hide, move silently)
22. Streetwise (bluff, local)
 

Sadrik said:
I think second wind should not heal "bloodied" damage but rather only the "luck" portion of HP. Also, how did you figure out how many HP it gives back?

Using the Second Wind formula from SWSE (Con score OR 1/3 max HP, whichever is higher).

Sadrik said:
Here is some skill stuff.

They've said that Religion is a skill, specifically, which would cover most of the stuff that your Occult skill would cover. Again, most of my skill assumpions are based off of SWSE and Iron Heroes (lumping Jump with Climb and Swim was basically because all three work off of Strength).

I don't remember where, but I swear I remember reading something about 18 skills. *shrug* I could be wrong.

Also, they've said that Craft and Profession skills are either going to be lumped together or cut entirely; so dividing them into Pilot, Build, Craft, Finery, Music, and Act seems to be counter to design philosophy.

Really, Art/Music/Oratory is a form of expression used to persuade people to feel a certain way. Hence why I've lumped it together under Persuasion/Diplomacy.

Thanks for the comments.

-TRRW
 

theredrobedwizard said:
They've said that Religion is a skill, specifically, which would cover most of the stuff that your Occult skill would cover.
I named it Occult as a counter to Arcana sort of the Divine ancient knowledge folklore and cults and obscure religions etc.

I wanted history to be able to identify organizations like a particular religious institution or whatever anyway I didnt want their to be an overlap there so I named it Occult.

theredrobedwizard said:
Again, most of my skill assumpions are based off of SWSE and Iron Heroes (lumping Jump with Climb and Swim was basically because all three work off of Strength).
Well I would not be so sure with using Iron Heroes too closely for specific info. Because, I can totally see the whole thing getting rearranged not necessarily by how 3.5 did it. Ie jump = strength skill. I think Jump is a more acrobatic thing. I can also see encumbrance and breaking down doors and the like being applied to Athletics. I would throw ride in there too.
theredrobedwizard said:
I don't remember where, but I swear I remember reading something about 18 skills. *shrug* I could be wrong.
I remember a post in the skill thread where somebody just threw that number out there, There very well could be more or less.
theredrobedwizard said:
Also, they've said that Craft and Profession skills are either going to be lumped together or cut entirely; so dividing them into Pilot, Build, Craft, Finery, Music, and Act seems to be counter to design philosophy.
I suspect they will be lumped like I have done. Pilot makes sense. Build, craft, finery were my best gueses at them, I can also see an alchemy skill. Music and Act quite honestly I dont like. They are pretty useless fluff skills but they seem to occupy a niche especially with the bard and somebody who want to impersonate or disguise themselves etc. So very use rope like.
theredrobedwizard said:
Really, Art/Music/Oratory is a form of expression used to persuade people to feel a certain way. Hence why I've lumped it together under Persuasion/Diplomacy.
I like this approach. Nice. Sort of like a language skill where you can get additional languages, you can get an "perform" or an "art".
 

Greataxe is 1d12 + str x2?

I suppose this makes sense if you dual wield so you can get rid of that annoying 1/2 str in the off hand- str x1 in both hands.

Are you supposed to get stat +1/2 level to damage too.

So for instance, the warlocks eldritch blast should do 1d6 + stat + 1/2 level.
 
Last edited:

Sadrik said:
Greataxe is 1d12 + str x2?

I suppose this makes sense if you dual wield so you can get rid of that annoying 1/2 str in the off hand- str x1 in both hands.

Are you supposed to get stat +1/2 level to damage too.

So for instance, the warlocks eldritch blast should do 1d6 + stat + 1/2 level.

The x2 STR mod on two-handed weapons comes from SWSE. The +1/2 level damage bonus will factor in later, when the pregens are above level 1.

Thanks for the input.

-TRRW
 

theredrobedwizard said:
The +1/2 level damage bonus will factor in later, when the pregens are above level 1.
The STAT + 1/2 level to damage in all cases -> including the warlocks eldritch blast. You forgot the stat.
 


Race: Elf
Class / Level: Cleric of Corellon 1

Ability Scores -
Strength 14 [+2]
Dexterity 20 [+5]

At Will:
Basic Ranged Attack (Longbow): [Standard Action] - d20+5 to hit, d8 damage. Range 18.
Basic Melee Attack (Mace): [Standard Action] - d20+2 to hit, d8 damage.

The bow should do d8+2, and the mace d8+2.
Or if you like the bow could be d8+5 I personally like d8+2 but who knows how they will do it.
 


Into the Woods

Remove ads

Top