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<blockquote data-quote="Benimoto" data-source="post: 4086253" data-attributes="member: 40093"><p>1) How does concealment work? (concerning the warlock power shadow walk)</p><p></p><p>As I saw it played at DDXP, it was was +2 AC/Def for concealment and +5 for full concealment.</p><p></p><p>2) How is cover determined?</p><p></p><p>The same as the minis game.</p><p></p><p>3) What benefits do sunrods give when used, and how long do they last?</p><p></p><p>Dunno.</p><p></p><p>4) Does the eladrin's fey origin have any important in game effects?</p><p></p><p>I didn't see any.</p><p></p><p>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? </p><p></p><p>In the first preview adventure, there was a "skill challenge" where we had to escape from the guards. The players could choose to use any skill they thought was applicable, describe their action and then roll against 10 (easy), 15 (medium), or (20) hard. If you failed an easy check, it would give you a -2 to future checks, and if you succeeded on a hard check, it gave you a +2. Everyone in the party got two checks, and I guess if we got a certain number of successes total, we succeeded in the encounter. There might have been some other mechanics at work that the DM was checking, but we didn't know about. I suspect that although we could pick any skill to use, only successes on certain skills actually helped us escape.</p><p></p><p>6) What could you do with a heal check?</p><p></p><p>Standard action: grant somebody their second wind if they hadn't used it, and stabilize a bleeding character.</p><p></p><p>7) Did low light vision come into play and how did it work?</p><p></p><p>It didn't come into play, apparently.</p><p></p><p>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?</p><p></p><p>Like Rodrigo said, everything was within 20.</p><p></p><p>9)Were there any traps at all? Or locked doors/chests? If so how did opening them work?</p><p></p><p>There was one closed door, which we needed a DC 20 strength check to break down.</p><p></p><p>10)How do critical hits work, and do skill checks critical?</p><p></p><p>Critical hits (on a 20) deal maximum damage on all dice. Some magic weapons added extra critical dice, which we rolled. I never saw a skill check critical.</p><p></p><p>11) How do bursts work?</p><p></p><p>Like in the minis game.</p><p></p><p>12) How long do Temporary hit points last?</p><p></p><p>Until the end of the encounter, and they don't stack.</p><p></p><p>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?</p><p></p><p>I don't know anything more than what's printed on the character sheet. The Warlock's curse added 1d6 to any successful hit he made.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4086253, member: 40093"] 1) How does concealment work? (concerning the warlock power shadow walk) As I saw it played at DDXP, it was was +2 AC/Def for concealment and +5 for full concealment. 2) How is cover determined? The same as the minis game. 3) What benefits do sunrods give when used, and how long do they last? Dunno. 4) Does the eladrin's fey origin have any important in game effects? I didn't see any. 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? In the first preview adventure, there was a "skill challenge" where we had to escape from the guards. The players could choose to use any skill they thought was applicable, describe their action and then roll against 10 (easy), 15 (medium), or (20) hard. If you failed an easy check, it would give you a -2 to future checks, and if you succeeded on a hard check, it gave you a +2. Everyone in the party got two checks, and I guess if we got a certain number of successes total, we succeeded in the encounter. There might have been some other mechanics at work that the DM was checking, but we didn't know about. I suspect that although we could pick any skill to use, only successes on certain skills actually helped us escape. 6) What could you do with a heal check? Standard action: grant somebody their second wind if they hadn't used it, and stabilize a bleeding character. 7) Did low light vision come into play and how did it work? It didn't come into play, apparently. 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? Like Rodrigo said, everything was within 20. 9)Were there any traps at all? Or locked doors/chests? If so how did opening them work? There was one closed door, which we needed a DC 20 strength check to break down. 10)How do critical hits work, and do skill checks critical? Critical hits (on a 20) deal maximum damage on all dice. Some magic weapons added extra critical dice, which we rolled. I never saw a skill check critical. 11) How do bursts work? Like in the minis game. 12) How long do Temporary hit points last? Until the end of the encounter, and they don't stack. 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 don't know anything more than what's printed on the character sheet. The Warlock's curse added 1d6 to any successful hit he made. [/QUOTE]
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