Ampersand: Sneak Attack


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Wormwood said:
Oh thank the gods.

I thought I was the only one.

I know you two are being sarcastic, but I have to wonder how many of the 4e fanboys (esp. on RPG.net) will be disappointed to find 4e may have DIFFERENT crunch from 3e, but it will have just as much...
 


Wormwood said:
Oh thank the gods.

I thought I was the only one.
Ah, I don't know. I think the fact that each class has powers (really powers, resource management included) changes a lot from 3E. We haven't seen enough of them to really understand how it can change the dynamics - though I am willing to believe that some of them have a better "mental model" of that then others.

What I noticed it - the game mechanics look "cleaner", easier to identify and understand. Everything is a neat, contained package that you can look at individually. The rules for a power are in the power. Once you understand some basic terms (per encounter, defenses, slide/shift/move/attack), you will be able to understand each power. There seems less space for special synergy or counter-effects.
Different from 3.x, where you have to look carefully whether a special ability might work. Works against flat-footed foes - unless they have uncanny dodge - and also on foes that just lost their dex bonus - unless they have uncanny dodge, except when they're helpless, or when you're flanking the target, unless it has improved uncanny dodge, except when you're five levels higher then him, unless he is undead, elemental, construct or just has a special immunity unique to him or his species, or the target enjoys concealment against you ...

4E seems more user-friendly in that regard.
 

Felon said:
I can see why this post is 12 pages long before it's even noon. A post every 30 seconds or so. Doesn't somebody have some laundry to do or something?

Seriously, I'm a little underwhelmed. The impression I get is that the class has a lot of hardwired restrictions defining the class, particularly class skills and weapons. And other than the Tumble ability, everything is an attack. There aren't any maneuvers that set up the character for another maneuver, or provide defensive benefits, or anything very tactical at all. Nothing I see is very juicy at all.

Don't forget this is a very abridged preview. Some of the suggested abilities in the builds aren't listed in full below, like riposte attack, sounds defensive, non?
 

Cam Banks said:
I didn't say that I wasn't following the guidelines for wealth. What I'm saying is that the players didn't get to shop around for their items in order to score the tome +5 and stat booster +6. The RAW don't say "they should all have +X item Y at this level."

Cheers,
Cam

I got to say the +5 tomes rarely showed up in any of my games. I didn't really evolve into 3.5 especially the I catch up every time I do something that costs me XP model. So virtually no one was willing to make a +5 tomb that basically costs a level to make, and trying to convince an NPC to craft one was impossible. "High Mr. Level 20 wizard I know you are rich and all, but I am rich to, why don't you give up a ton of life essense to make me an item and I will give you more money you probably don't need."

The +6 items well I gave time for crafting so those showed up kind of early.
 

I suspect that the "Healing Surge" rule interacts with clerics and warlords who, I seem to recall, have the ability to trigger a Healing Surge. This suggests that healing surges return different amounts of hit points based on class. Second Wind is another rule that likely works independent of Healing Surges.
 

Wormwood said:
Oh thank the gods.

I thought I was the only one.

So why would you prefer if Dungeons & Dragons changed even more from what it has been in the past?

What do you want D&D to be?

If what you want D&D is so different from what it's been, then why are you playing D&D and not some other game?
 

Felon said:
There aren't any maneuvers that set up the character for another maneuver
"and grants combat advantage to you"
or provide defensive benefits
"Effect: You can shift a number of squares equal to one-half your speed"
"and you slide the target 1 square."
or anything very tactical at all.
"and grants combat advantage to you"
"Special: You can move 2 squares before the attack."
"Effect: You can shift a number of squares equal to one-half your speed"
"and you slide the target 1 square."
 
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Wolfspider said:
So why would you prefer if Dungeons & Dragons changed even more from what it has been in the past?

Why not?

What do you want D&D to be?

Something closer to what I want.

If what you want D&D is so different from what it's been, then why are you playing D&D and not some other game?

I am playing D&D. It just happens to have no wizards, paladins or elves.
 

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