GX.Sigma
Adventurer
http://www.wizards.com/DnD/Article.aspx?x=dnd/4pod/20130320
Highlights:
Highlights:
- Martial Damage Dice (and Martial Damage Bonus) are no more; damage scales based on your weapon damage die
- Reasons cited: complexity, unhappiness with TWF, irrelevance of weapon damage, "popping orcs like blood sausages"
- Rodney correctly pronounces "blackguard," Mike chuckles
- Favored Enemy: They want to remove the "too strong against [x], too weak against everything else" problem; emphasize the roleplaying hook
- Dragon slayer: immune to fear
- Humanoid slayer: good at fighting mobs of guys ("the Drizzt option")
- Design insight: They're not making narrower abilities more powerful; they're balancing as though you're always using them
- Just because you're the best at fighting the dragon, that doesn't mean fighting the dragon is easy.
- Mike puts Rodney on the spot about building your own Favored Enemy. His response: "Ask again later."
- This leads to a discussion about enabling DMs to create character options for their campaign. Mike considers it a core feature of D&D for DMs.
- Mike's Chaotic Neutral character likes to instigate things, turn invisible.
- Fighter: You don't have to spend damage dice to get cool stuff; expertise dice are a separate bucket of toys.
- Rogue: You can be tricky when you want to be; you can choose to be the damage-dealing machine when you get the drop on someone
- The DMG is going to look the most different from previous editions, service the "tinker aspect."
Last edited: