Roman said:
Now that 4E is out and some people have the books, I wonder if somebody could find the time to answer a couple of questions for me. I am a simulationist DM and have been mostly unimpressed by the previews of 4E, so it is rather unlikely I will actually convert to 4E. Nevertheless, I would appreciate if some things that appeared to be major 4E flaws in the previews, from my point of view, actually manifest themselves in the books themselves, or if the more detailed information in the books mitigates these faults.
1) Is there a way to remain bad at a skill with advancing levels? I know that all skills (and ability bonuses, etc.) advance automatically at 1/2 point per level, so on the surface of it, I would have to assume that the answer is negative, but perhaps there is a flaw system, or some other system to enable characters to remain bad at given skill(s).
Most skill DCs are going to scale as you level as well. Skill challenges and such. For the most part, being untrained in a skill, having a bad stat in the skill, having an armor check penalty ... will mean you remain relatively bad at the skill ... at best you are helping out a party member that is good at it ... which after having spent a lot of levels with them, you might be able to figure out. [The magic-ignorant fighter, now at level 13, can at least know what the wizard is taking about when he asks him to pass certain things to him during a ritual that they've had to do a number of times over their adventures].
Static DCs will become easy for even the least skilled of adventurers, but the majority of skill checks get tougher over time ... so being bad at a skill means it's DIFFICULT to pull off at whatever level you are at, but it never gets to the point of being impossible. The person trained at it, with a good ability mod, and maybe Skill Focus can have
anywhere from 5 to 10 points more ... which is a 25-50% bonus. Needing an 8+ to succeed vs. a 15+ is still a big deal.
And, there are SOME skill uses that cannot be done untrained.
2) Is it true that most of the problematic but interesting spells and effects are gone (a select few being converted to rituals) or modified beyond recognition as seemed to be the case from the previews? (e.g. Baleful Polymorph)
Certain spells that used to be "save or die" have become progression based. For example, with a Beholder, you aren't instantly turned to stone, you need to be hit by the eye beam. If so, you have a condition that is ended by a save ... failing that save worsens the condition. 3 consecutive failed saves would result in "death" [turned to stone for petrification, killed outright by the 'finger of death' effect ...]
Spells that had long casting times were made into rituals because that's what rituals are ... spells with a long casting time. Most "spells" are powers that take, at most, a standard action to perform.
3) Are the per-encounter powers explicit per-encounter powers, or implicit per-encounter powers?
Per encounter = recharges after 5 minutes of "rest". Certain encounter powers [most utilities] will have text that refers to their use outside of encounters. For example a fly spell can be sustained for 5 minutes [or the length of an encounter].
4) Since hit points are now even more abstract than before, is there a system for more persistent injuries (that only heal slowly or with the aid of magic)?
Healing is not just magical anymore ... not only are characters able to heal themselves via Second Wind, they also have a Warlord who is just as competent as a Cleric and can accomplish similar healing powers without the aid of magic.
Disease is one example of a "long term" damaging infect. You get an initial effect when first infected. Each night you have to make endurance checks to "fight it" [someone else can make heal checks to help improve your endurance check ... and there is a ritual to try to get rid of it faster]. As you get worse, you get more effects until the "final state". The disease ends with either being cured or the final state.
Example:
Blinding Sickness Level 9 Disease
Attack: +12 vs. Fort
Endurance check: DC 26+ - improve, DC 22 to 25 - maintain, DC 21 or lower - worsen
Cured || Initial Effect: Target loses one healing surge [does not come back until cured] || Target's vision blurred. Creatures beyond 10 squares have concealment || Final state: Target is blinded
So, you start at Initial Effect, you either go "up", "down" or maintain depending on the result of the checks. You 'end' when you reach cured or the final state. Once you reach the final state ONLY the Cure Disease Ritual can help you [i.e. when you 'end' you no longer make endurance checks.
5) Have most of the non-combat abilities of monsters, creatures and NPCs really been removed as previews seemed to indicate they would be?
Monster listings are meant for using monsters in combat. If monsters are to be used in non-combat situations, they would require fleshing out on your own.
There are rules for creating NPCs in the DMG.