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First Impressions from the D&D 4E "Test Drive"
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<blockquote data-quote="Voadam" data-source="post: 5118033" data-attributes="member: 2209"><p>Skills are 1/2 level + ability mod. Each class gets between three and six skills from their class skill list to be trained in and get a +5 bonus on the roll. Humans get one more and no bonus for int.</p><p></p><p>Leveling is pretty quick, even levels a lot goes up +1 and you get a feat, odd levels only things like hp and healing surge value go up plus there are new powers that can get added or swapped. At levels 11 and 21 you get a sort of prestige class thing as well which adds stuff over the next 10 levels on top of class stuff. It is a manageable amount of stuff to change IMO based on reading through the PH.</p><p></p><p>Non attack spells have been either turned into utility powers, rituals, or eliminated. You don't get that many utility powers, anybody can take a feat to cast rituals but wizards do so as a class feature and get some rituals for free at various levels. Rituals take at least 5 minutes to cast and cost gp to learn and scribe into a ritual book and to cast them each time. </p><p></p><p>4e combats are designed to last more rounds than in 3e but to go quicker. Monsters generally have con+ (level+1 x a number based on monster role) hp with elites who count as two monsters for encounters getting x2 hp and solos getting x a lot. Brute ones are designed to have lots of hp but be easy to hit and smash into. It goes pretty quick in practice with five PCs as a default all pouring in attacks each round.</p><p></p><p>Fluff is relatively unimportant to 4e and easy to change up. Different race options and cosmologies would be easy to accomplish.</p><p></p><p>Healing surges you have to abstract out hp a little more from wounds to life force/resolve/luck/ability to avoid damage. At low hp you don't have broken ribs but you are closer to being at serious risk from attacks. Warlords heal people by yelling at them to suck it up while barbarians give themselves temp hp by psyching themselves up into adrenaline rushes.</p><p></p><p>4e Combat has more forced movement and positioning powers so it can be more tricky to do without minis but it can still be done.</p><p></p><p>Characters do start with more hp as do monsters (except minions) so there is a lot less one-shotting of pcs or non-minion monsters. This gives low level combat in 4e more of a medium level feel for older editions.</p><p></p><p>Passive perception is taking 10 on perception and happens all the time, the DM doesn't have to call for a roll when there is an ambusher or a hidden trap.</p><p>Same thing for insight vs. bluff.</p><p></p><p>Monster stat blocks are complete for combat, I haven't seen basic/AD&D style one line short stat blocks.</p><p></p><p>It is designed for 5 the way 3e is designed for four and older editions are designed for a little bigger parties in general. It can handle fewer but gets swingier the more you go away from 5, just adjust accordingly by either reducing the number of opposition in encounters or using lower level encounters.</p></blockquote><p></p>
[QUOTE="Voadam, post: 5118033, member: 2209"] Skills are 1/2 level + ability mod. Each class gets between three and six skills from their class skill list to be trained in and get a +5 bonus on the roll. Humans get one more and no bonus for int. Leveling is pretty quick, even levels a lot goes up +1 and you get a feat, odd levels only things like hp and healing surge value go up plus there are new powers that can get added or swapped. At levels 11 and 21 you get a sort of prestige class thing as well which adds stuff over the next 10 levels on top of class stuff. It is a manageable amount of stuff to change IMO based on reading through the PH. Non attack spells have been either turned into utility powers, rituals, or eliminated. You don't get that many utility powers, anybody can take a feat to cast rituals but wizards do so as a class feature and get some rituals for free at various levels. Rituals take at least 5 minutes to cast and cost gp to learn and scribe into a ritual book and to cast them each time. 4e combats are designed to last more rounds than in 3e but to go quicker. Monsters generally have con+ (level+1 x a number based on monster role) hp with elites who count as two monsters for encounters getting x2 hp and solos getting x a lot. Brute ones are designed to have lots of hp but be easy to hit and smash into. It goes pretty quick in practice with five PCs as a default all pouring in attacks each round. Fluff is relatively unimportant to 4e and easy to change up. Different race options and cosmologies would be easy to accomplish. Healing surges you have to abstract out hp a little more from wounds to life force/resolve/luck/ability to avoid damage. At low hp you don't have broken ribs but you are closer to being at serious risk from attacks. Warlords heal people by yelling at them to suck it up while barbarians give themselves temp hp by psyching themselves up into adrenaline rushes. 4e Combat has more forced movement and positioning powers so it can be more tricky to do without minis but it can still be done. Characters do start with more hp as do monsters (except minions) so there is a lot less one-shotting of pcs or non-minion monsters. This gives low level combat in 4e more of a medium level feel for older editions. Passive perception is taking 10 on perception and happens all the time, the DM doesn't have to call for a roll when there is an ambusher or a hidden trap. Same thing for insight vs. bluff. Monster stat blocks are complete for combat, I haven't seen basic/AD&D style one line short stat blocks. It is designed for 5 the way 3e is designed for four and older editions are designed for a little bigger parties in general. It can handle fewer but gets swingier the more you go away from 5, just adjust accordingly by either reducing the number of opposition in encounters or using lower level encounters. [/QUOTE]
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