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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Keldryn" data-source="post: 5506042" data-attributes="member: 11999"><p><strong>D&D 4th Edition (Core)</strong></p><p></p><p><span style="font-size: 12px">D&D 4th Edition (Core):</span></p><p></p><p>Regdar, 1st-level Human Ranger</p><p>Alignment: Good</p><p></p><p>Strength 14 (+2 to melee attack and damage rolls; +2 to Fort defense)</p><p>Dexterity 18 (+4 to ranged attack and damage rolls; +4 to AC and Reflex defenses)</p><p>Constitution 13 (+1 healing surge)</p><p>Intelligence 10</p><p>Wisdom 12 (+1 to Will defense)</p><p>Charisma 11</p><p></p><p>Languages: Common, Goblin</p><p></p><p>Hit Points: 25 | Bloodied: 12</p><p>Healing Surges: 7 | Surge Value: 6</p><p></p><p>Move: 6 squares</p><p>Initiative: +2</p><p>Action Points: 1</p><p></p><p>Armor Class: 17 (+3 [Hide armor], +4 [Dex]); 19 against OAs | Skill check penality: -1</p><p>Fortitude: +4 </p><p>Reflex: +5 </p><p>Will: +1 </p><p></p><p>Weapon Proficiencies: All simple and martial weapons</p><p>Armor Proficiencies: Cloth, leather, hide.</p><p></p><p>Trained Skills (6):</p><p></p><ul> <li data-xf-list-type="ul"> Nature +6 (+1 [Wis])</li> <li data-xf-list-type="ul"> Endurance +6 (+1 [Con])</li> <li data-xf-list-type="ul"> Perception +6 (+1 [Wis])</li> <li data-xf-list-type="ul"> Athletics +7 (+2 [Str])</li> <li data-xf-list-type="ul"> Stealth +9 (+4 [Dex))</li> <li data-xf-list-type="ul"> Acrobatics +9 (+4 [Dex))</li> </ul><p> </p><p></p><p>Common Untrained Skills:</p><p></p><ul> <li data-xf-list-type="ul"> Intuition +1 (Wis)</li> </ul><p> </p><p></p><p>Feats:</p><p></p><ul> <li data-xf-list-type="ul"> Weapon Focus (Bows): +1 feat bonus to damage rolls when attacking with a bow</li> <li data-xf-list-type="ul"> Lethal Hunter: increase your Hunter's Quarry extra damage dice from d6 to d8.</li> <li data-xf-list-type="ul"> Defensive Mobility: +2 bonus to AC against opportunity attacks</li> </ul><p></p><p></p><p>Class Features:</p><p></p><ul> <li data-xf-list-type="ul"> Archer Fighting Style: gain Defensive Mobility as a bonus feat</li> <li data-xf-list-type="ul">Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.</li> <li data-xf-list-type="ul">Hunter's Quarry (At-Will * Minor Action): You may designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, you may inflict an addition 1d8 points of damage. If you have dealt his extra damage since the start of your turn, you may not deal it again until the start of your next turn. The quarry remains in effect until the end of the encounter, or until you select a new quarry.</li> </ul><p></p><p></p><p>Basic Attacks:</p><p></p><ul> <li data-xf-list-type="ul">Longbow (+6 vs AC; Damage: 1d10+5; Range: 20/40) <br /> +7 vs AC if Prime Shot is in effect<br /> Damage: +5 + 1d8 if target is Quarry</li> <li data-xf-list-type="ul">Longsword (+5 vs AC; Damage: 1d8+2)<br /> Damage: +2 + 1d8 if target is Quarry</li> </ul><p></p><p> </p><p>Powers:</p><p></p><ul> <li data-xf-list-type="ul"> Twin Strike (At-Will * Standard Action): Make two ranged attacks with your longbow. These attacks may target different creatures if you choose. <br /> Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect<br /> Damage: 1d10; + 1d8 on one of the attacks if target is Quarry<br /> Range: 20/40;</li> <li data-xf-list-type="ul">Nimble Strike (At-Will * Standard Action): Fire one arrow at your target. You may shift 1 square either before or after the attack.<br /> Attack: +6 vs AC; +7 vs AC if Prime Shot is in effect<br /> Damage: 1d10+5; + 1d8 if target is Quarry<br /> Range:20/40</li> <li data-xf-list-type="ul">Careful Attack (At-Will * Standard Action): Make a single, more accurate attack with your longbow.<br /> Attack: +8 vs AC; +9 vs AC if Prime Shot is in effect<br /> Damage: 1d10+5; + 1d8 if target is Quarry<br /> Range: 20/40</li> <li data-xf-list-type="ul">Two-Fanged Strike (Encounter * Standard Action): Make two attacks against a single enemy with your longbow. If both attacks hit, you do extra damage equal to your Wisdom modifier (+1);<br /> Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect <br /> Damage: 1d10+5; 1d10+6 if both attacks hit; + 1d8 on one attack if target is Quarry<br /> Range: 20/40</li> <li data-xf-list-type="ul">Split the Tree (Daily * Standard Action): Fire two arrows against two creatures within 3 squares of each other. Take the higher result of the two rolls, and apply it to both targets.<br /> Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect<br /> Damage: 2d10+5; + 1d8 on one attack if target is Quarry<br /> Range: 20/40</li> <li data-xf-list-type="ul"> Second Wind (Encounter * Standard Action) - you may spend one healing surge (regain 6 hit points). Until the end of your next turn, you gain a +2 bonus to all of your defenses.</li> </ul><p></p><p></p><p><strong>The Basics:</strong></p><p></p><p>Identical to the 4e Essentials entry, with this change:</p><p></p><p><em>Daily Resources and Extended Rests:</em> a daily power may be used once per day. Daily powers, healing surges, and hit points are restored to their full capacity after taking an extended rest (6 hours of non-strenuous activity). You may only take one extended rest in a 24-hour period. An extended rest also resets your action point total to 1.</p><p></p><p></p><p><strong>In Combat:</strong></p><p></p><p>Identical to the 4e Essentials entry.</p><p> </p><p> </p><p>Notes:</p><p></p><p>I felt that 4e core should be represented as well, but the PHB fighter is not a good choice for a beginner. An archery-focused ranger seems to be regarded as the most straightforward class for a new player, so I swapped the Strength and Dexterity scores, gave him hide armor, dropped the shield, and focused on using a longbow instead of a longsword.</p><p></p><p>he Hunter's Quarry and Prime Shot class features come into play frequently, so it speeds up play and helps the new player remember to use them by including those permutations in the power write-ups. It may look like I'm adding excessive details to make this look more complicated than it is, but these are the calculations which a player will have to make in order to use their powers and attacks.</p><p></p><p>This is an archery-focused character, but the odds of getting stuck in melee combat are high enough that melee attacks should be accounted for as well, or gameplay will grind to a halt as soon as the character needs to switch weapons and the player needs to re-calculate all of his attacks. I originally wrote this up to use two longswords to allow some of his powers to be used in melee as well, but in the interest of keeping the character as simple as possible, I left him with just a single longsword to make a MBA attack with if needed.</p><p></p><p>The assumed party includes a PH1 cleric, so it is very likely that this character will encounter some of the following effects and need to apply them:</p><p></p><ul> <li data-xf-list-type="ul"> 1 to 3 temporary hit points [at-will power]</li> <li data-xf-list-type="ul"> +2 power bonus to next attack roll against a specific target [at-will power]</li> <li data-xf-list-type="ul"> +3 power bonus to melee attack rolls until end of cleric's next turn [at-will power]</li> <li data-xf-list-type="ul"> +1 power bonus to AC until end of cleric's next turn [at-will power]</li> <li data-xf-list-type="ul"> +2 power bonus to attack rolls until end of cleric's next turn [encounter power]</li> </ul><p></p><p></p><p>So long as the party includes a leader, similar effects to the above will be in play throughout each combat encounter. The most effective use for many of these leader powers is to grant these bonuses to a striker. And a striker, being the most straightforward character type to play in 4e, is the best choice for newer players.</p><p></p><p></p><p>Attack Calculations:</p><p></p><ul> <li data-xf-list-type="ul"> Longbow:<br /> Attack: +4 [Dex], +2 [Proficiency] = +6<br /> Damage: +4 [Dex], +1 [Weapon Focus] = +5</li> <li data-xf-list-type="ul"> Longsword:<br /> Attack: +2 [Str], +3 [Proficiency] = +5<br /> Damage: +2 [Str]</li> </ul></blockquote><p></p>
[QUOTE="Keldryn, post: 5506042, member: 11999"] [b]D&D 4th Edition (Core)[/b] [SIZE=3]D&D 4th Edition (Core):[/SIZE] Regdar, 1st-level Human Ranger Alignment: Good Strength 14 (+2 to melee attack and damage rolls; +2 to Fort defense) Dexterity 18 (+4 to ranged attack and damage rolls; +4 to AC and Reflex defenses) Constitution 13 (+1 healing surge) Intelligence 10 Wisdom 12 (+1 to Will defense) Charisma 11 Languages: Common, Goblin Hit Points: 25 | Bloodied: 12 Healing Surges: 7 | Surge Value: 6 Move: 6 squares Initiative: +2 Action Points: 1 Armor Class: 17 (+3 [Hide armor], +4 [Dex]); 19 against OAs | Skill check penality: -1 Fortitude: +4 Reflex: +5 Will: +1 Weapon Proficiencies: All simple and martial weapons Armor Proficiencies: Cloth, leather, hide. Trained Skills (6): [LIST] [*] Nature +6 (+1 [Wis]) [*] Endurance +6 (+1 [Con]) [*] Perception +6 (+1 [Wis]) [*] Athletics +7 (+2 [Str]) [*] Stealth +9 (+4 [Dex)) [*] Acrobatics +9 (+4 [Dex)) [/LIST] Common Untrained Skills: [LIST] [*] Intuition +1 (Wis) [/LIST] Feats: [LIST] [*] Weapon Focus (Bows): +1 feat bonus to damage rolls when attacking with a bow [*] Lethal Hunter: increase your Hunter's Quarry extra damage dice from d6 to d8. [*] Defensive Mobility: +2 bonus to AC against opportunity attacks [/LIST] Class Features: [LIST] [*] Archer Fighting Style: gain Defensive Mobility as a bonus feat [*]Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. [*]Hunter's Quarry (At-Will * Minor Action): You may designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, you may inflict an addition 1d8 points of damage. If you have dealt his extra damage since the start of your turn, you may not deal it again until the start of your next turn. The quarry remains in effect until the end of the encounter, or until you select a new quarry. [/LIST] Basic Attacks: [LIST] [*]Longbow (+6 vs AC; Damage: 1d10+5; Range: 20/40) +7 vs AC if Prime Shot is in effect Damage: +5 + 1d8 if target is Quarry [*]Longsword (+5 vs AC; Damage: 1d8+2) Damage: +2 + 1d8 if target is Quarry [/LIST] Powers: [LIST] [*] Twin Strike (At-Will * Standard Action): Make two ranged attacks with your longbow. These attacks may target different creatures if you choose. Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect Damage: 1d10; + 1d8 on one of the attacks if target is Quarry Range: 20/40; [*]Nimble Strike (At-Will * Standard Action): Fire one arrow at your target. You may shift 1 square either before or after the attack. Attack: +6 vs AC; +7 vs AC if Prime Shot is in effect Damage: 1d10+5; + 1d8 if target is Quarry Range:20/40 [*]Careful Attack (At-Will * Standard Action): Make a single, more accurate attack with your longbow. Attack: +8 vs AC; +9 vs AC if Prime Shot is in effect Damage: 1d10+5; + 1d8 if target is Quarry Range: 20/40 [*]Two-Fanged Strike (Encounter * Standard Action): Make two attacks against a single enemy with your longbow. If both attacks hit, you do extra damage equal to your Wisdom modifier (+1); Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect Damage: 1d10+5; 1d10+6 if both attacks hit; + 1d8 on one attack if target is Quarry Range: 20/40 [*]Split the Tree (Daily * Standard Action): Fire two arrows against two creatures within 3 squares of each other. Take the higher result of the two rolls, and apply it to both targets. Two Attacks: +6 vs AC; +7 vs AC if Prime Shot is in effect Damage: 2d10+5; + 1d8 on one attack if target is Quarry Range: 20/40 [*] Second Wind (Encounter * Standard Action) - you may spend one healing surge (regain 6 hit points). Until the end of your next turn, you gain a +2 bonus to all of your defenses. [/LIST] [B]The Basics:[/B] Identical to the 4e Essentials entry, with this change: [I]Daily Resources and Extended Rests:[/I] a daily power may be used once per day. Daily powers, healing surges, and hit points are restored to their full capacity after taking an extended rest (6 hours of non-strenuous activity). You may only take one extended rest in a 24-hour period. An extended rest also resets your action point total to 1. [B]In Combat:[/B] Identical to the 4e Essentials entry. Notes: I felt that 4e core should be represented as well, but the PHB fighter is not a good choice for a beginner. An archery-focused ranger seems to be regarded as the most straightforward class for a new player, so I swapped the Strength and Dexterity scores, gave him hide armor, dropped the shield, and focused on using a longbow instead of a longsword. he Hunter's Quarry and Prime Shot class features come into play frequently, so it speeds up play and helps the new player remember to use them by including those permutations in the power write-ups. It may look like I'm adding excessive details to make this look more complicated than it is, but these are the calculations which a player will have to make in order to use their powers and attacks. This is an archery-focused character, but the odds of getting stuck in melee combat are high enough that melee attacks should be accounted for as well, or gameplay will grind to a halt as soon as the character needs to switch weapons and the player needs to re-calculate all of his attacks. I originally wrote this up to use two longswords to allow some of his powers to be used in melee as well, but in the interest of keeping the character as simple as possible, I left him with just a single longsword to make a MBA attack with if needed. The assumed party includes a PH1 cleric, so it is very likely that this character will encounter some of the following effects and need to apply them: [LIST] [*] 1 to 3 temporary hit points [at-will power] [*] +2 power bonus to next attack roll against a specific target [at-will power] [*] +3 power bonus to melee attack rolls until end of cleric's next turn [at-will power] [*] +1 power bonus to AC until end of cleric's next turn [at-will power] [*] +2 power bonus to attack rolls until end of cleric's next turn [encounter power] [/LIST] So long as the party includes a leader, similar effects to the above will be in play throughout each combat encounter. The most effective use for many of these leader powers is to grant these bonuses to a striker. And a striker, being the most straightforward character type to play in 4e, is the best choice for newer players. Attack Calculations: [LIST] [*] Longbow: Attack: +4 [Dex], +2 [Proficiency] = +6 Damage: +4 [Dex], +1 [Weapon Focus] = +5 [*] Longsword: Attack: +2 [Str], +3 [Proficiency] = +5 Damage: +2 [Str] [/LIST] [/QUOTE]
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