D&D 4E 4e Rulebook for DDM is up!

There are still quite a few conditions left (although many differ from their 3.5 counterparts):

Dazed
Staggered
Stunned
Helpless
Immobilized
Confused
Enervated
Slowed
 

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I like that "the Borderlands" is the standard term for anything between the points of light. Is that just a Mini thing, or something we should expect to see in the main game? Anything that harkens back to the Keep on the Borderland is a good thing.

--Tom
 


Wow there's a lot of stuff in there.

Initiative every round. And the initiative winner chooses who goes first?
Surely the later isn't in D&D core. But are we going back to init every round now
for core rules? 3e got rid of that... I'm not too happy to see it's return...
 



Initiative for a wargame is very different from initiative for an RPG. In wargames, jockeying for who goes first or second is a classic part of the gameplay, and all sorts of snazzy tricks are used, like alternating activations and refusals and building your army to exploit the initiative system.

I don't expect that to carry over.
 

Hmmm... four attack types. Melee, ranged, close, and area of effect.
Perhaps a simplification of spell ranges? Close seems to cover bursts, cones, and lines...
 

Looks like saving throws are in but vastly different. Instead of a percentage dice you roll a d20. 1 to 10 you still have it 1 to 19 you're safe and 20 everyone is cleared of it. Very interesting.

I can see a lot of people confusing this roll with defense. I also can't believe that there is no bonus added to that. It seems very random to me.
 

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