D&D 4E DnD 4e Previews...What Would You Like To See?

Bishmon said:
Doubtful. Looking at the actual gnoll pages from the MM ( http://www.flickr.com/photos/benimoto/2308404914/sizes/o/), it's pretty much identical to the swordwing excerpt. A couple sentences introducing a variant, a couple sentences about that variant, and then a few paragraphs of general lore for the group.
Which is damn good in my eyes, fluff can be thought up on a individual basis. I rather have the MM concentrate on the crunch.

As for what I want:

-Rituals
-Social System
-Indepth Skill Excerpt
-Any mention of firearms at all, PLEASE!
 

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I thought of another one I'd really like: a preview on ways to break the molds. Things like Weapon Finesse or Zen Archery that let you use a different stat mod, or a compelling reason why I might want my single-classed fighter to have Int or Cha scores above 8. The "double-barrelled" approach to defenses makes me worry about dump stats, and it bugs me to no end that a halfling rogue with a dagger might have +9 attack, +5 damage using Deft Strike or a throw, but +4 attack, +0 damage when making a charge or attack of opportunity.

Edit: Other examples: the promised ability of fighters to keep their Dex/Int modifiers to AC when wearing heavy armor, and an ability for rogues to sneak attack with alternate weapons.
 
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Rituals.
Paragon Multiclassing.

I'm also very interseted in monster, encounter, and trap design, but those are subjects that would not be well served by a brief preview (i.e. the article probably wouldn't tell me what I want to know), so I'm content to wait for the books on those subjects.

Mustrum_Ridcully said:
Coming from the Schwertschwinge Swordwing thread, I'd say what I like is a full write-up of a monster, including all of its fluff.
We've seen full write-ups from the MM. There are photos of actual MM pages from the DDXP.
 

Monsters: Gelantinous Cube, Medusa, Centaur.
Spells: Phantom Steed, Glitterdust, Grease
Misc: Traps, Improved crit info,Weapons list, Rituals & the Achemical rules
Other: Leadership feat, Npc Classes (like aristocract) if they exist
 

OH! Though of another couple things I would like to see, but probably won't.

I would like to see an example on how the "toolbox" and the converting of various rules to 4e in the DMG.

Also an example on how to make "classless D&D"
 


Wasnt there a next thread that had a list of what we could expect in previews? We got skill challenges on monday..

There's also DRAGON which might have the occasional 4e tidbit..
 

What I'd most like to see previewed (other than rituals, which we already know are slotted for a preview) are weapons and weapon proficiencies. I'd like to see a couple of weapons beyond those the preview characters had, such as a greatsword, etc. and a description of how weapon proficiencies work. Also, I think there has been a hint that which weapon a fighter uses will greatly distinguish one fighter from another. I'd like to hear more about that.
 

1) Poison or any other lasting effect beyond the span of a single encounter.
2) Stealth, lockpicking and trap-cracking.
3) Spells/Powers/Exploits to be used outside combat (Spider Climb, Jump, Rope Trick, Mage Lock or Continual Flame, for example).
4) NPC classes and how weak the average commoner is in comparison to level 1 PCs.
5) Undead-creation spells (such as Animate Dead) and their limits.
 

More examples of utility powers, from something other than a wizard, plus more information on them in general. Martial characters' utility powers would be cool to see.

I see that most of the wizard's utility spells in the fan-made preview are Daily, but at level sixteen there is also an Encounter utility power. Are there limits to which you can take? Could a character load up on Encounter utility powers so that they always have something useful (although not as powerful) available for use, or do they have to take a mix? Presumably, one character could load up on Encounter utility and have seven extra powers per encounter, while another character could load up on more powerful but less frequently used Daily utilities and have seven extra Daily powers... could this affect game balance? They're non-attack, but still useful in combat: Dispel Magic, Displacement, Fly, Greater Invisibility, etc.

How does this affect the "fun factor," as well, when one character is able to reuse his utility powers every encounter, having a larger variety of things to do, and the other guy feels he has to save his up for the "big boss fight"?

Also, are there At-Will utility powers?
 

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