Game Day mini = Spined Devil

el-remmen said:
I am so confused by the ability scores!

The formula appears to be the base ability bonus is the same as 3e, but you add half the level to the mod. So a 10th level fighter with a 18 strength would have a +9.

My only concern is what appears to be a near complete reduction in skill points. That and being poisoned. It seems odd that you can "dodge" or roll with being poisoned (ie, hp damage). I thought 3e poisons were the first edition that got it right.
 

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Is it possible that "Poisoned 5" doesn't refer to damage, but to duration? That is, you are effectively slowed for 5 rounds?

Yes, I'm totally spitballing here.

ps. This thread is *definitely* reminiscent of ENWorld during the approach of 3e.
 
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Note no feats. Interesting.

It's hard to decompose the attacks and ability bonuses ... it may be that "rules don't apply to monsters" is really true. Otherwise, if you assume Str for melee attacks and Dex for ranged, I don't know how +7 Str translates to a +9 melee attack, or how +5 Dex translates to +9 Ranged attack.

If there isn't a system and it's all by eyeball, it will be tough to effectively and consistently tweak monsters and create new ones without some playtesting.

I also wonder about Spot +10 versus Peceptoin +5. it would seem that at least one of those should be redundant (or the bonus should be the same).
 


ehren37 said:
The formula appears to be the base ability bonus is the same as 3e, but you add half the level to the mod. So a 10th level fighter with a 18 strength would have a +9.

My only concern is what appears to be a near complete reduction in skill points. That and being poisoned. It seems odd that you can "dodge" or roll with being poisoned (ie, hp damage). I thought 3e poisons were the first edition that got it right.

Your math fu wins: I like the 1/2 level to stat mods, because it makes the star wars skills REALLY easy.

Everything's a stat check; trained skills give a bonus to stat checks predicated on that skill.

I *really* like that, woah.


I think your interpretation of poisoned is wrong, though -- the best response is that high level characters should last longer before succumbing to poison, which means either dealing damage in some way associated with hit points (which high level characters have!) or using a lot of saves (which high level characters have!).

This way has less dice rolling. :)
 

I'm happy to see that Fire Immunity in the 3.5 version is Resist Fire 20
in 4e.

"Medium Immortal Humanoid" = size+metabolism+shape?
Thus a zombie might be Medium Undead Humanoid, a giant a Large Living Humanoid?
 

Thornir Alekeg said:
I'm not so sure of that. It is listed as "Standard, Ranged 10" and "Dex vs. Ref."

I'd be fairly confident that the 'standard' refers to the action type. Maybe it's the armor-piercing/bypassing attacks that roll against Reflex instead of AC?
 

Lackhand said:
Your math fu wins: I like the 1/2 level to stat mods, because it makes the star wars skills REALLY easy.

Everything's a stat check; trained skills give a bonus to stat checks predicated on that skill.

I *really* like that, woah.

Yeah but it creates a problem with defences if they're 10+(0.5xlevel)+stat, which is what they look like. Defences will advance at a total of 0.75xlevel, while skills will be level/2. At high level it has the same big disparity seen in Saga.
 


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