D&D 4E 4e Rulebook for DDM is up!

jtrowell said:
But of course, it then become harder to justify such high attack bonuses, so I expect 4th edition core rules to be 1/2 level to all checks, while D&DM add the full level instead.

The 3.5 DDM rules were very similiar to the RPG rules and I doubt it will be any different with this edition.
 

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mhensley said:
The 3.5 DDM rules were very similiar to the RPG rules and I doubt it will be any different with this edition.


That's what I would think too (doesn't Star Wars Saga use full level for defenses ?), but I think that they have already confirmed (in Races and classes or in a interview) that the BaB and defenses would be 1/2 level. (the exact quote was about all 10 level character having +5 to attacks, defenses and skills, plus some other bonuses depending on feat, powers and class abilities.)
 

mhensley said:
DEF-24: Again it looks like 10 + level(12) + stat mod(2).
Perhaps:

DEF = (Fort + Ref + Will) /3

where:

Fort = 10 + half level + Con mod + class Fort bonus
Ref = 10 + half level + Dex mod + class Ref bonus
Will = 10 + half level + Wis mod + class Will bonus

Maybe each class gives a bonus to each Defense at each level tier, otherwise it's a static number all the way.

And there's always equipment and magic itens in the end... ;)
 


Glyfair said:
Indeed, it's more complex than it was in DDM 1E. Before if you moved them into a pit the figure were gone (I believe, I didn't play very much).

In DDM 1.x, if you caused a any part of a figure to move into a pit square when it wasn't it's turn, it was allowed an immediate DC15 save. If successful, it moved to the nearest legal square, otherwise it was destroyed.

I don't know that reverse engineering the DDM figure stats is going to tell us that much. It might, but it might not. These 'characters' are built for a completely different purpose than an RPG character. Any information gleaned from that process should be taken with a big ol' lump of salt. Likewise with the DDM rules.
 

mhensley said:
Now let's compare the 5th level fighter to this 12th level warlord.
...
Damage 20: 1d8 (4.5 average ~ 5) + Str(2) + Specializations(2) + Magic(3) = 12. He must be getting some other bonuses somewhere.

Damage 15 w/crossbow: 1d10 (5.5 average ~ 6) = 6 + Magic Weapon(2) = 8.

How is this damage so high?
Saga adds 1/2 level to the damage roll.

12+6 (1/2 level) = 18 round up to 20?

8+6=14 round up to 15

For the Fighter: 16+2=18 still rounds up to 20, and from a lot closer this time.
 

D_E said:
Saga adds 1/2 level to the damage roll.

12+6 (1/2 level) = 18 round up to 20?

8+6=14 round up to 15

For the Fighter: 16+2=18 still rounds up to 20, and from a lot closer this time.

Sounds good to me.
 


mhensley said:
HP-80: Assuming that the Warlord gets a D8 HD, in 3.5 with +4 Con mod (the card shows that he has a +4 mod to Fort Saves) he would have 12 + (8.5 x 11) = 105.5 hit points!
d10, no Con and triple hp at 1st get him 79.

d10, no Con and triple hp at 1st get the fighter 52 (and he has 50 listed).

Maybe the minis rules ignore bonus hp from Con?
 

I really dislike Zehir's Tongue (the yuan-ti's ability).

Why does a wounded enemy being close to the yuan-ti let the yuan-ti hit you harder? Reminds me of Whirlwind + Cleave + bag of rats trick from 3.0.

OK, it's not quite as silly; it seems like an interesting way to shuffle numbers around for the game game, but I can't quite grasp what is supposed to be happening within the imaginary world... and I think that's a bad thing for a game about imagining a world.
 

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