DDM 2.0 stat cards are up!

ehren37 said:
Interesting... Fire elementals/Archons are still immune to fire,. the copper is immune to acid and demons are still inexplicably immune to lightning. Tieflings resist fire 10.

Grain of salt disclaimer and all on how this impacts 4e.
"It looks like a lot of those minis were converted to make them work with 4E minis, not necessarily to be stated as IF 4E minis. IE, don't infer too much for how 4e minis will be based on those figs."
 

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frankthedm said:
"It looks like a lot of those minis were converted to make them work with 4E minis, not necessarily to be stated as IF 4E minis. IE, don't infer too much for how 4e minis will be based on those figs."

Hence the grain of salt disclaimer. No need to quote yourself.
 

Don't be so quick to ignore them just because they are from DDM. The stats from the previous DDM game were usually pretty close to their rpg counterparts.

For example, the Farmer in DDM 1 rules has these stats:

Level- 1
Speed- 6
AC- 14
HP- 5
Attack + 1 for 5 damage


Under DDM 2 rules, he has:

Level- 1
Speed- 6
AC- 17
HP- 10
Attack + 8 for 10 damage

And they are both only cost 3 points in the DDM signifying that it is still a very cheap and low level character. The 4th edition version is much superior in almost every way. His AC improved by 3, he has double the hit points, does double the damage, and gets +7 to his attack. If a peasant has a +8 attack, what will a 1st level fighter in 4e start off with?
 

Be very, very, very careful about drawing any mechanical conclusions from this particular set of cards.

They did not go through the normal community behind-the-scenes bugfinding process and there are therefore a LOT of bugs. Ranged atttack missing their ranges, actions with no defined action types, things in the wrong section of the card, mounts even though we have no 2.0 mount rules yet, etc.
 

Finally a sneaking mechanic that is useful in combat:

Hide: If this creature has cover against a nonadjacent enemy, it is invisible to that enemy.

I hope this will be the same ruling in 4E.

Tumble: This creature's movement does not provoke opportunity attacks this turn.

I'm not sure about the DDM rules, but I think this is a encounter power.

Also on rogue powers, the sneak attack damage has an increase in the 5th level.
 

ainatan said:
Finally a sneaking mechanic that is useful in combat:



I hope this will be the same ruling in 4E.



I'm not sure about the DDM rules, but I think this is a encounter power.

Also on rogue powers, the sneak attack damage has an increase in the 5th level.

Those rules were both the same in 1.0 DDM (based on 3.5) so I wouldn't draw any big conclusions about them being something new in 4e.
 


ainatan said:
Which ones? Hide, Tumble or Sneak Attack?

Hide was essentially the same, the Tumble checkbox on the halfling rogue was the same, and sneak attack scaling was inconsistent but the tiefling rogue and halfling rogue have the same sneak attack values (+5 for one, +10 for the other) now that they did in 1.0. When you do your damage in 5 point increments, d6 and 2d6 sneak attacks tend to both be represented as +5 and 3d6 tends to show up as +10, etc.

So really I should have said all 3 were effectively the same.
 


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