D&D eXPerience: My Experience

TerraDave

5ever, or until 2024
I was only able to spend one half day at the event. But it was worth it.

Played the Tiefling Wizard in Scalegloom hall. Normally I would have been sceptical about a charecter like that (ie, one called a Tiefling Wizard). But in play: I liked it. A lot.

However the highlight of the day was by chance sitting down next to Mike Mearls and Rob Heinsoo in the hotel bar/restraunt while they where on break, and their willingness to answer all sorts of questions and give a very interesting inside look at the creation of 4E. They where very generous with their time. Though I should also be gratefull for my friend "andric", who was far more willing to start up a conversation (bother them) then I was.

More later.
 

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Our 1st level charecters where able to fight through 4 encounters. Took a daily rest (which may have been cheating) and then had the big end encounter. Power level about equal to 3-4 level 3E charecters (though a straight comparison isn't that easy).

Why did I like the Tiefling Wizard? Fist, the tiefling attitidue was pretty easy to get into. And mechanics like bloodhunt (+1 hit versus bloodied enemies) and infernal wrath (encounter power to do +1 hit and damage versus someone who hit you) supported it nicely. Not a nice guy.

As for the wizard part: I would not be that psyched about playing a 3rd level 3E wizard. All those spells to read through and prepare, slot tracking...you get the idea. Here the spell descriptions could be deciphered much more quickly (its actually the cantrips that have the most involved descriptions). I did have one spell to prepare, my daily, and I did have to decide when to use that and my encounter power...but in general easier to play.

On the other hand, I still had a "wizard" feel. Very different then the warlock my friend was playing. I was the smart guy who could hang back (way back) and dump spells into combat. If the enemy got together in a group: perfect. Even if they didn't I could still bring the hurt. Of course, my charecter did have wisdom of 9...and hence put himself in front a few times as "role-playing"....

One regrett: not realizing that my acid arrow still did damage on a miss..
 

Also on the wizard feel: the cantrips: ghost sound, mage hand, and light. Not big things, but they did help retain the flavour. And I like being able, as a minor action, to give the hafling paladin his throwing hammer back.

Dismissing the darkness summoned by the black dragon as a minor action with light: priceless.
 



TerraDave said:
And I like being able, as a minor action, to give the hafling paladin his throwing hammer back.
You know, of all the news that has come back from DDX, this just may be my favorite. Fun stuff!

(and yes, I allowed at-will cantrips for wizards in my final 3.5 game. Great minds and all that)
 

It's one thing I've not noticed mentioned before, but do wizards actually still have spellbooks? Do you prepare your daily spell from a spellbook?

Pinotage
 

It says "Spellbook" on the character sheet as a power, and again on the character sheet's Equipment entry. It describes the purpose of a spellbook to be in selecting and preparing your per day abilities. Unlike most classes who have one per day ability, the wizard has two and chooses which one to prepare for that day.
 


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