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D&D 4E 4E PrRC ~v2.7~ FINAL UPDATE May 29.08

jaldaen said:
There are a few other powers with Melee or Ranged vs. AC in the attack lines:

<snip>

I did not see it actually listed on the Riardon character sheet as "+4 to attack in return for no Dex to damage." Is this in another preview somewhere else? Or am I missing something.

In short couldn't it be either:
Dex +4 vs. AC = +10 (+4 Dex, +4 power bonus, +2 Longbow Prof.)
or
Dex + Dex modifier vs AC = +10 (+4 Dex, +4 Dex, +2 Longbow Prof.)

I'll change the other powers on the list as well to Dexterity or Strength vs AC. Its hard to see how this has been overlooked so long!

The added note about not adding Dex damage is mine, to clarify how Careful Shot changed from the original D&DXP sheets and the revised versions posted on WotC site, as there was some confusion. I wouldn't expect it to be there in the final version. Someone posted way back in this thread that a blog mentioned that the power had been changed from roll twice, keep the best roll to a flat +4 bonus, so I don't think it is +Dex +Dex.
 

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I believe there are a few feats that need to be corrected from the latest version of the preview rules document to include the most recent WOTC previews. In particular I noticed the Dwarven Weapon Training feat on the document still reads with speculative text but we now know the actual text for the feat.
 

zoroaster100 said:
I believe there are a few feats that need to be corrected from the latest version of the preview rules document to include the most recent WOTC previews. In particular I noticed the Dwarven Weapon Training feat on the document still reads with speculative text but we now know the actual text for the feat.

Yes, all the feats from the Racial Traits excerpt will be added or corrected in v2.3.
 

Does anyone else think its odd that fighters and paladins get different healing surge totals:

Fighters: 9 + Con. mod.
Paladins: 10 + Con. mod.

Both leaders have 7 + Con. mod.
All strikers have 6 + Con. mod.

Do you think this might mean the halfing gets a +1 healing surge and that both fighter and paladin get 9 + Con. mod. healing surges? Something else? I think its would be a bit odd to have fighters/paladins as odd men out when the rest of the roles seem to match up... especially when you consider they have the same starting hp and hit points per level.
 

I'm also wondering if the Paladin's Divine Strength adds the Paladin's Str. mod. to damage. effectively doubling his Str. for one attack.
 

The class table's skill section needs to be fixed.

Clerics get 4 and Rangers get 5 Trained feats (one of which must be Dungeoneering or Nature)

This also means the Eladrin ranger has an extra trained skill (History).

Does this mean the Eladrin gains skill training in the History skill? It would fit with the +2 to History.

Or do they get an extra bonus trained skill of their choice? More flexibile.

I wonder if any of the other PCs have a free skill training from their race... perhaps matching up with one of their racial skill bonuses? This could be the reason why we see the wizard only getting 3 trained feats... perhaps the some of the other D&DXP Pre-gens are getting less skills from their class too?

For example, dwarves might get Endurance as a free trained skill... that would put fighters a 3 trained skills. The paladin could get his Insight from being Halfing.

On the other hand, one or both, could just have 4 trained skills. ;)
 
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Just noticed that the halfling's speed is recorded at 6 while the pre-gen character has it at 5. I dunno if it should be changed or not...
 

jaldaen said:
Does anyone else think its odd that fighters and paladins get different healing surge totals:

Fighters: 9 + Con. mod.
Paladins: 10 + Con. mod.

Both leaders have 7 + Con. mod.
All strikers have 6 + Con. mod.

Do you think this might mean the halfing gets a +1 healing surge and that both fighter and paladin get 9 + Con. mod. healing surges? Something else? I think its would be a bit odd to have fighters/paladins as odd men out when the rest of the roles seem to match up... especially when you consider they have the same starting hp and hit points per level.

I've had this interpretation in the PrRC before in an earlier version, but it wasn't very popular at the time. I also thought originally that classes that share the Divine power source got 1 extra healing surge, but that was incorrect as well. I would agree that the paladin's bonus healing surge seems to break the pattern, but maybe they need a little extra since their healing powers require them to spend their own healing surges to heal others.

I've also added [or + Str again] to the Paladin's Divine Strength power.
 

jaldaen said:
The class table's skill section needs to be fixed.

Clerics get 4 and Rangers get 5 Trained feats (one of which must be Dungeoneering or Nature)

This also means the Eladrin ranger has an extra trained skill (History).

Does this mean the Eladrin gains skill training in the History skill? It would fit with the +2 to History.

Or do they get an extra bonus trained skill of their choice? More flexibile.

I wonder if any of the other PCs have a free skill training from their race... perhaps matching up with one of their racial skill bonuses? This could be the reason why we see the wizard only getting 3 trained feats... perhaps the some of the other D&DXP Pre-gens are getting less skills from their class too?

For example, dwarves might get Endurance as a free trained skill... that would put fighters a 3 trained skills. The paladin could get his Insight from being Halfing.

On the other hand, one or both, could just have 4 trained skills. ;)

I've fixed the class summary table to match the class entries for v2.3, and added Trained Skills: History to the Eladrin's race entry. I've moved the bonus feat back to the ranger from the Eladrin, as the feat seems more in line with a ranger than the Eladrin. The feat is probably coming from the archer build options??

Humans get a bonus trained skill too, so there is precedence. I like the idea myself, but I think we'll need some more evidence first.
 

valeren said:
Just noticed that the halfling's speed is recorded at 6 while the pre-gen character has it at 5. I dunno if it should be changed or not...

As far as we know, heavy armor reduces speed by 1 square. Since the halfling is wearing plate, his original speed must have been 6, then reduced by the armor for a final speed of 5.

Dwarves may also move at a speed of 6 and have their speed reduced by heavy armor too, but so far PrRC has dwarves moving at 5, with no speed reduction due to heavy armor to more closely match the 3.5 dwarf's ability. Time will tell!
 

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