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<blockquote data-quote="Snapdragyn" data-source="post: 4075633" data-attributes="member: 12432"><p><em>Conjectural </em> rules gleanings:</p><p></p><p>Scouts get healing surge 6+<Con mod>/day</p><p>Defenders get healing surge 9+<Con mod>/day</p><p>Controllers get healing surge 6+<Con mod>/day</p><p></p><p>Most classes get 4 trained skills. The example Warlock is trained in Bluff, Insight*, Streetwise, & Thievery. The example Fighter is trained in Athletics, Endurance, Heal, & Streetwise. The example Wizard is trained in Arcana, History, Religion, & Stealth (with an additional +2 from the feat Skill Training: Stealth)</p><p></p><p>*There appears to be an error on the sheet here, unless a bonus is involved somewhere from racial or class mods. Since Insight is Wis-based, this should be +4 instead of +6 (if half-elves or warlocks get +2 to Insight, it adds up).</p><p></p><p>All characters can use Acrobatics, Athletics, Insight, Perception, & Stealth untrained. (Are other skills trained only, or perhaps just not listed on the standard character sheet since they follow a unified mechanic - but then why no entry for 'other skills'?)</p><p></p><p>Either Encumbrance is gone, weak characters can carry a lot more, or base movement is higher than in 3e. Note the warlock & wizard both with STR 10 carrying 50 lbs. of hempen rope + assorted other stuff & still moving at 6 squares (30' in 3e terms).</p><p></p><p><em>Edits: Added stuff gleaned from the Wizard character sheet & revised some other things based on it.</em></p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 4075633, member: 12432"] [I]Conjectural [/I] rules gleanings: Scouts get healing surge 6+<Con mod>/day Defenders get healing surge 9+<Con mod>/day Controllers get healing surge 6+<Con mod>/day Most classes get 4 trained skills. The example Warlock is trained in Bluff, Insight*, Streetwise, & Thievery. The example Fighter is trained in Athletics, Endurance, Heal, & Streetwise. The example Wizard is trained in Arcana, History, Religion, & Stealth (with an additional +2 from the feat Skill Training: Stealth) *There appears to be an error on the sheet here, unless a bonus is involved somewhere from racial or class mods. Since Insight is Wis-based, this should be +4 instead of +6 (if half-elves or warlocks get +2 to Insight, it adds up). All characters can use Acrobatics, Athletics, Insight, Perception, & Stealth untrained. (Are other skills trained only, or perhaps just not listed on the standard character sheet since they follow a unified mechanic - but then why no entry for 'other skills'?) Either Encumbrance is gone, weak characters can carry a lot more, or base movement is higher than in 3e. Note the warlock & wizard both with STR 10 carrying 50 lbs. of hempen rope + assorted other stuff & still moving at 6 squares (30' in 3e terms). [i]Edits: Added stuff gleaned from the Wizard character sheet & revised some other things based on it.[/i] [/QUOTE]
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