The Human Target
Adventurer
So I know we have a thousand of these threads already, but the inner rules lawyer in me couldn't be silenced.
I know I could use the clearing up of several things, since I'm going to try and run a 4E preview game this weekend using the released first level characters and monsters we've glimpsed so far.
I imagine a whole lot of black dragons are going to kill a whole lot of PCs this weekend.
Any input anyone can give me or others is gratefully appreciated and the gamer karma it bestows will grant you many critical hits for years to come.
My questions as of now....
1) How does concealment work? (concerning the warlock power shadow walk)
2) How is cover determined?
3) What benefits do sunrods give when used, and how long do they last?
4) Does the eladrin's fey origin have any important in game effects?
5) Did skills like bluff, diplomacy, or thievery come into play? If so what were the DCs like and what effects could you as a character create?
6) What could you do with a heal check?
7) Did low light vision come into play and how did it work?
8) How does range work? A longbow has a range of "20 squares normal/40 squares max"- are there range penalties of some sort for firing over 20 squares but under 40?
9)Were there any traps at all? Or locked doors/chests? If so how did opening them work?
10)How do critical hits work, and do skill checks critical?
11) How do bursts work?
12) How long do Temporary hit points last?
13) A question about the Warlock's Curse ability- Do cursed NPCs remain cursed beyond the ecounter (assuming they survive)? Is there a limit to how many curses a Warlock can have active?
I know I could use the clearing up of several things, since I'm going to try and run a 4E preview game this weekend using the released first level characters and monsters we've glimpsed so far.
I imagine a whole lot of black dragons are going to kill a whole lot of PCs this weekend.

Any input anyone can give me or others is gratefully appreciated and the gamer karma it bestows will grant you many critical hits for years to come.
My questions as of now....
1) How does concealment work? (concerning the warlock power shadow walk)
2) How is cover determined?
3) What benefits do sunrods give when used, and how long do they last?
4) Does the eladrin's fey origin have any important in game effects?
5) Did skills like bluff, diplomacy, or thievery come into play? If so what were the DCs like and what effects could you as a character create?
6) What could you do with a heal check?
7) Did low light vision come into play and how did it work?
8) How does range work? A longbow has a range of "20 squares normal/40 squares max"- are there range penalties of some sort for firing over 20 squares but under 40?
9)Were there any traps at all? Or locked doors/chests? If so how did opening them work?
10)How do critical hits work, and do skill checks critical?
11) How do bursts work?
12) How long do Temporary hit points last?
13) A question about the Warlock's Curse ability- Do cursed NPCs remain cursed beyond the ecounter (assuming they survive)? Is there a limit to how many curses a Warlock can have active?