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<blockquote data-quote="eamon" data-source="post: 4430705" data-attributes="member: 51942"><p>Random thoughts:</p><p></p><ul> <li data-xf-list-type="ul">A readied action is now a "reaction" and thus takes place after the trigger, unlike 3.5. To interrupt, you must ready on a trigger that occurs before the action that you're trying to stop, but of course that's not always possible.</li> <li data-xf-list-type="ul">A heroic tier character can use only one magic item daily power per day, regardless of the number of items he has. A paragon character can use two, and an epic PC three.</li> <li data-xf-list-type="ul">You have one action point after an extended rest (which also regains all hitpoints and all surges)</li> <li data-xf-list-type="ul">You can take both a minor and an immediate action in 1 round (unlike 3.5 swift and immediate actions).</li> <li data-xf-list-type="ul">You cannot take opportunity attacks or immediate actions (previously AoO's) during your own turn. You can take one OA on EACH combatants turn, but only one immediate action in the entire round.</li> <li data-xf-list-type="ul">Ranged weaponry now add's Dex to damage, and most ranged powers do too. When instead you make a <u>basic</u> attack with a heavy thrown weapon, you use strength for attack and damage bonuses - but most ranged powers still use dex.</li> <li data-xf-list-type="ul">All magical thrown weapons return to their wielders hand after the attack is resolved. You need several thrown weapons to hit several targets should a power allow you to hit several targets.</li> <li data-xf-list-type="ul">If you wield two weapons, you can attack with either but not both without penalty.</li> <li data-xf-list-type="ul">Most feat bonuses are typed, check before you let em stack.</li> <li data-xf-list-type="ul">when a power says something like 3[W] that means the sum of three weapon dice. Enh. or feat bonuses and so on are only added once, and an ability score is only added if explicitly mentioned.</li> <li data-xf-list-type="ul">Unlike 3.5 you're not "flat-footed" until you act. If you were surprised, as soon as the surprise round ends, you're no longer surprised. Surprise (like flanking and other things) grants combat advantage.</li> <li data-xf-list-type="ul">An immobilized creature <em>can</em> be pushed, pulled and teleported.</li> <li data-xf-list-type="ul">Modifiers for being prone and the like have changed.</li> <li data-xf-list-type="ul">Stealth and related topics have been erratad heavily, check the updates before using those rules.</li> <li data-xf-list-type="ul">You can move through the space of creatures two size categories larger than you, and tiny creatures can move and even end their movement in enemy occupied squares (but still take OA's as appropriate).</li> <li data-xf-list-type="ul">Pulling, pushing & sliding ignore difficult terrain.</li> <li data-xf-list-type="ul">Moving diagonally counts 1 square.</li> <li data-xf-list-type="ul">You don't need to charge in a "straight" line, but you must take the shortest path (there may be many possibilities since diagonal moves count only 1), and cannot charge if all shortest paths are blocked. You can charge through difficult terrain. After you've charged, your turn ends.</li> <li data-xf-list-type="ul">Drawing/sheathing a weapon is just a minor action, as is drinking a potion.</li> <li data-xf-list-type="ul">Grappling (now Grab) and Bullrush don't have size modifiers. Grab simply immobilizes, so both you and your target can still take actions as normally, though you do need one hand to grab.</li> <li data-xf-list-type="ul">Total defense grants +2 to all defenses, so you might as well second wind (1/encounter) which also allows the use of a healing surge.</li> <li data-xf-list-type="ul">When dying, you may only fail 3 saves PER ENCOUNTER - so getting healed in between drops isn't enough to reset the clock, you really need to take a short rest.</li> <li data-xf-list-type="ul">If you want to, you can knock creatures unconscious instead of killing them.</li> <li data-xf-list-type="ul">If you want to create PC's at higher level, check out DMG 143 (which includes equipment guidelines.</li> <li data-xf-list-type="ul">Raising a character from the dead is much cheaper now if the character is low level, and the revived PC doesn't lose a level (he's just temporarily weaker).</li> </ul></blockquote><p></p>
[QUOTE="eamon, post: 4430705, member: 51942"] Random thoughts: [LIST] [*]A readied action is now a "reaction" and thus takes place after the trigger, unlike 3.5. To interrupt, you must ready on a trigger that occurs before the action that you're trying to stop, but of course that's not always possible. [*]A heroic tier character can use only one magic item daily power per day, regardless of the number of items he has. A paragon character can use two, and an epic PC three. [*]You have one action point after an extended rest (which also regains all hitpoints and all surges) [*]You can take both a minor and an immediate action in 1 round (unlike 3.5 swift and immediate actions). [*]You cannot take opportunity attacks or immediate actions (previously AoO's) during your own turn. You can take one OA on EACH combatants turn, but only one immediate action in the entire round. [*]Ranged weaponry now add's Dex to damage, and most ranged powers do too. When instead you make a [U]basic[/U] attack with a heavy thrown weapon, you use strength for attack and damage bonuses - but most ranged powers still use dex. [*]All magical thrown weapons return to their wielders hand after the attack is resolved. You need several thrown weapons to hit several targets should a power allow you to hit several targets. [*]If you wield two weapons, you can attack with either but not both without penalty. [*]Most feat bonuses are typed, check before you let em stack. [*]when a power says something like 3[W] that means the sum of three weapon dice. Enh. or feat bonuses and so on are only added once, and an ability score is only added if explicitly mentioned. [*]Unlike 3.5 you're not "flat-footed" until you act. If you were surprised, as soon as the surprise round ends, you're no longer surprised. Surprise (like flanking and other things) grants combat advantage. [*]An immobilized creature [I]can[/I] be pushed, pulled and teleported. [*]Modifiers for being prone and the like have changed. [*]Stealth and related topics have been erratad heavily, check the updates before using those rules. [*]You can move through the space of creatures two size categories larger than you, and tiny creatures can move and even end their movement in enemy occupied squares (but still take OA's as appropriate). [*]Pulling, pushing & sliding ignore difficult terrain. [*]Moving diagonally counts 1 square. [*]You don't need to charge in a "straight" line, but you must take the shortest path (there may be many possibilities since diagonal moves count only 1), and cannot charge if all shortest paths are blocked. You can charge through difficult terrain. After you've charged, your turn ends. [*]Drawing/sheathing a weapon is just a minor action, as is drinking a potion. [*]Grappling (now Grab) and Bullrush don't have size modifiers. Grab simply immobilizes, so both you and your target can still take actions as normally, though you do need one hand to grab. [*]Total defense grants +2 to all defenses, so you might as well second wind (1/encounter) which also allows the use of a healing surge. [*]When dying, you may only fail 3 saves PER ENCOUNTER - so getting healed in between drops isn't enough to reset the clock, you really need to take a short rest. [*]If you want to, you can knock creatures unconscious instead of killing them. [*]If you want to create PC's at higher level, check out DMG 143 (which includes equipment guidelines. [*]Raising a character from the dead is much cheaper now if the character is low level, and the revived PC doesn't lose a level (he's just temporarily weaker). [/LIST] [/QUOTE]
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