D&D 4E 4E tidbits from WotC blogs (Updated:David Noonan on Social Interactions)

2) If you are a subscriber, then putting in the code will unlock all of the content from that book in all of the databases that are available through Insider. For example, without the code for the relevant book you would see only a one-line description of a feat during character creation. With the code you see the full rules. Similarly, without the code you would see only a one-line description of a monster on the game table but with the code you can see the full stat block, etc.

This is a very good sign to me. I was very concerned about this, as my gaming groups have always shared expansion books. With this system, we can continue to do so. We won't see the rules text in our electronic character sheets, but we never saw the rules text on our physical character sheets either, so I'm sure we'll survive.
 

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Glyfair said:
There is a big difference between "I want my sneak attack to work against everything" and "I'm useless against these 3 types of creatures, I'll be sitting back here while you guys have fun."
I get the feeling that skills will play abigger part, probably more than in Iron Heroes. For instance, now, all a rogue has to do is spot a weakness in a monster using a spot check (or whatever else there is).

I don't see crits confirming. Honestly how many DMs used that. What away to break up agreat encounter with more rolls. Instead I see the weapons being stated differently 2x for all weapons and crit ranges varying. Or the other way around, 20 is the only crit but the multiplier goes up. I actually like that better.
 


Doug McCrae said:
I was punching the air and going "Woot" as I read this. Well, not really. But I agree with James Wyatt a lot.
Maybe this has already been supposed but this sounds like hit points (or whatever) reset after every encounter. We're thinking per day, but the more I"m thinking about it it sounds like stuff will be per encounter.
 

Whizbang Dustyboots said:
Given how many teenagers and college students I know who have their own Linux boxes -- and that Macs are still shoved at students like silicon pot -- I don't think you can really make this an ageist issue.

I agree it's pretty short-sighted, and it suggests the person in charge of hiring these computer whizzes let them down, but there you go.
Macs just aren't popular. Yes some people have them, maybe 10 or 15 percent of the population but its silly to waste resources on mac softweare. Heck, there's so many ways to port windows software on macs who would waste the time (and linux too for that matter). I"m sure all of this software will work fine on every machine, some machines just will take abit of tweaking.
 

Howndawg said:
I suspect what they might do is to have either class abilities or feats which allow characters to activate crits a set number of times per encounter. Thus, for example, if Mighty Hrothgar rolls a 20 against a measly goblin warrior who is probably going to bite it anyway, he can save his crit for when he is up against the badarse goblin warlord.

Howndawg
They might use a banking system similar to a home rule I have. Anytime anyone roles a 20 they get a crit card they can use in combat, but must reroll the roll.
 

bento said:
I hope 4E takes a tip from True20, where the Mook rule is when you score a successful hit against a low-level foe, the foe goes down.

The mook rule improves encounter where the heroes burst into a room with 15 orcs as the game doesn't grind to a halt. The GM doesn't have to track every foe's HP and can play out the scene in cinematic fashion.
I like this and use the mook rule from d20 in my game. Essentially anytime your level doubles the cr of the creature, he goes down in one hit regardless his hit points. Just speeds up game play and provides a tighter and more heroic combat. Right now the rules make it feel very gamy
 

moticon said:
I agree with this... The best players I've seen have multiple tricks because they know there are many strengths and weaknesses in the monstrous world... Besides, this still sounds rather battle focused. Even though the battle is one of my favorite parts of DnD, the non-battle portions, using skills and other abilities often balance out "how people contribute".

If all your focus is on "casting spells" as a wizard, or "Smite" as a paladin, you're missing half the game... And while reserve feats from complete mage helped with giving the wizard endless attacks in melee, once wizards reach 5th or 6th level they have plenty of spells for a day of adventuring...
I think this process works best if we do not think of this as an upgrade to 3e or 3.5e but a new system. For instance, the rogue will not be a martial character. The rogue will still be a rogue. He can sneak attack all creature types. So, how do we balance that out. Well we either limit the number of times he can sneak attack in a combat or make it more difficult for him to sneak attack. No more improved feint as a feat. Perhaps not even the flanking requirement alone. The creature must be flanked and a spot check is required. Everything has a weak spot and rogues are just darn good at finding it.
 


james wyatt said:
In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range.
<snip>
Fundamentally, this has meant we've had to abandon some things that might have seemed like sacred cows—fireball spells don't do 1d6/level any more, for example—but it's all in the interest of a far superior play experience.

Wow.

It appears they really did go down to the core of the game and rebuild it with 'actual play' in mind.

I WANT THIS GAME.
 

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