D&D eXPerience: My Experience

Cadfan said:
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.

Thats right. Having extra dailies to choose from is a unique wizard thing. (I choose acide arrow, which now has an area effect...it was still a mistake...). Its essentially the last vestige of Vancian casting, but in this form is a nice little feature. Not a daunting responsibility.
 

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TerraDave said:
Thats right. Having extra dailies to choose from is a unique wizard thing. (I choose acide arrow, which now has an area effect...it was still a mistake...). Its essentially the last vestige of Vancian casting, but in this form is a nice little feature. Not a daunting responsibility.
Nice!
Reading through the various character sheets you can see a lot of different sub-systems for powers, like (if I'm not mistaken) the paladin's Lay on hands working 3 times per day (Cha mod?) being at-will (and not per day), and the per encounter cleric powers that feed on a "pool" (you can either Turn Undead or do something else, not both, but you choose each encounter).

I guess the wizard's vancian-like memorization of per day spells is another one, but I would like to know if you can add other spells to his spellbook when you research a scroll or 'borrowed' spellbook, instead of just getting a new one at level up.

Also, did you (or anyone) get to see Rituals in actions?
 


Sorry, no rituals, it was just on the charecter sheet.

Honestly, there where about 500 questions that could have been asked and didn't...but I did ask some...
 

erf_beto said:
Nice!
Reading through the various character sheets you can see a lot of different sub-systems for powers, like (if I'm not mistaken) the paladin's Lay on hands working 3 times per day (Cha mod?) being at-will (and not per day), and the per encounter cleric powers that feed on a "pool" (you can either Turn Undead or do something else, not both, but you choose each encounter).


To give another example: one of the most important is the clerics healing ward. D6 + Wisdom Modifier + targets healing surge. This can be done twice an enounter.
 


So, TerraDave, would you say that the new system, as you experienced it (in a limited way, to be sure), lived up to the hype? What I mean to say is, what is your honest review of the game as it was played and as you saw it played around you?

I can't think of a good question, damn it! Let me try again.

What, if anything, has changed about your perception of 4E?
 

Quick answer:

It has been a lot of hype. But play confirmed much of it is true. The charecters really could do a lot, but wheren't that hard to run. Play was pretty fast. We did have multi-opponent encounters in big rooms with interactive traps and terrain. The solo monster was a mother*&#@, but we hung in there. We did do a lot in a day (and it was fun). Even the flavour side, where I have been skeptical, felt better when matched up with mechanics and play.
 

fafhrd said:
Dave, did you get a chance to see how 'slowed' works?

I wish I had (by using sleep)!

We had a bunch of other conditions though. Mostly ongoing damage of various types, some ongoing ac and to hit penalites, and occasional imobilization. The new saving throw mechanic to break ongoing effects: big deal in play.
 

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