I begin to worry...

oh wailey wailey wailey, it's the gnashing of the teeth and the stomping of the feeeet... :)

Sorry for that bit. I was trying a quote from Terry Pratchet. What i meant to say was actually "calm down, wait and see. 4e will possibly be okay. Possibly not to your likeing. Decide when you've read the books or reviews of them"
 

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Danzauker said:
Expecially since it's actually hard to READ anime. Usually you read manga.

That was my main point.

My other point? Emerald Frost isn't particularly an anime-style term. It strikes me more as a bad-western-fantasy term. Or the name of a new designer drug.
 


FireLance said:
So what you do is, you turn falling into a round of combat in which the ground attacks you. And can deal you a critical hit, if it's lucky. This is actually the case in Star Wars Saga Edition. :p

If the ground misses do you start to fly?

"The knack [to flying] lies in learning how to throw yourself at the ground and miss."
 


WarlockLord said:
4) The wizard is now a shadow Looks like the wizard will be stripped of much of his power, so that the fool with the metal stick can compete with the guy who can reshape reality with his mind.
This, I definitely consider to be a good thing. Reshaping reality (aka wish) is out. It's what it should have been from the start: a plot device.

Then again, we've seen almost no info about the epic stage (level 21-30) in 4E yet, so it could well be that wizards are still as powerful as they've been in earlier editions.

Personally, I dislike epic level play, but maybe 4E will be able to sway me on this one.
 

It's really funny all this threads about 4E, with all of us saying it will be like this or like that...
I'm tired of it already! About the new edition we only know that somethings will change but no exact mechanics.
My biggest worry in 4E is the Warlord :S If there's a thing that can make go away from 4E is that dreaded base class.

But anyway, it's to early to say anything. I trust the designers at WotC, and in the end I believe we'll have a fine product. If it's not, I'll keep playing 3.5 or some other RPG.
Simple :)
 

Henry said:
John Maclane at the end of Die Hard is a good example of an adventurer down to his last 5 or 10 hit points, and down a couple of CON and DEX points, from a total of a couple hundred hit points.

You've got to be kidding, or has our John been elevated to Chuck status?
 

Henry said:
I'm still on the fence with that one, because I've seen an off-guard wizard get trounced by a fighter before, and the limits of their spells per day meant they needed to be judicious in their power usage. However, with the new meme of "power all day long," I agree they did need to "nerf" the wizards and clerics to make them more in line with the fighters and rogues.
But this isn't the balance they are going for. It isn't a balance of the classes fighting one another, it is a balance of the characters having equal value in a standard adventure.

The better way to put it is that if you were forced to go into a dungeon solo and get to the end of the dungeon and get the artifact at the end and get out, how well would you do?

Right now, the wizard probably has a good 5 or 10 tricks up his sleeve to not only kill nearly every monster in the dungeon, but avoid all the traps, get over any terrain or obstacle, but be able to avoid them all if necessary. He can scry and teleport to the end. He can turn invisible and walk past all the enemies. He can fly over pits and fireball entire rooms worth of enemies.

The fighter on the other hand will likely die by himself in this situation.

So, the balance needs to be brought more inline. Fighters need to be given non-combat powers(which they said they were getting) and the wizard's powers need to be brought in line closer with what the fighter ones do.

If the fighter gets the power to jump 30 feet with a running start as a power, then the wizards should get no more than a one round flying power at that level.

Unfortunately, wizards completely overblown power level has been justified in the past by simply saying "They wield magic...and magic can do ANYTHING. Fighters don't have magic so they can't do ANYTHING out of the ordinary. So, fighters will always be weaker."

But fighter types in novels and movies always find a way to do things that are near magical even when in a non-fantasy world. And wizards and magic types always seem to have extreme limitations on their powers preventing them from being used when they are needed most, thus forcing the hero to find a way.
 

WarlockLord said:
I am worried about the loss of save-or-sucks. I can see the removal of the save-or-dies, though I might not agree with it. However, I have come across people complaining about paralysis and stun.
You're giving into uninformed unease (hysteria?). WotC hasn't released information on a vast majority of the 4E rules. Your only source of worry is that these effects haven't been mentioned in playtests? You need to relax a bit.
WarlockLord said:
Two Words: Emerald Frost.
If this is triggering a deep sense of worry, then you need to step back and reevaluate your priorities. It's a name. It is the most harmless and easy change you can make in any RPG. Your first worry is about the mechanics, which is a legitimate concern about the structure of the game. Your second worry, however, is about the arguably superfluous gloss painted over the mechanics. Do you really think that one is remotely equal to the other?
WarlockLord said:
If these things aren't wounds, then what the heck are they? They've been defined as a character's ability to turn a hit into a miss. So, what distinguishes a hit on HP from a miss? Most games I've played in describe HP as physical wounds, and now it looks like the casters will be shoehorned into damage.
There's nothing to assuage here. You need to fundamentally change understanding of hit points. You're being far too literal. It's not your fault. You can blame Gygax for calling them "hit points." That term suggests that when you lose points, it's because something has hit you. So for 30 years, players have thought that you only lose hit points when an attack damages the character somehow. I'm sure that the designers of 4E would love to change the term "hit points" to something else, like "reserve points" or maybe "life points."

Here's an example of how you need to change your way of thinking. Remember the duel between Inigo Montoya and Wesley in The Princess Bride. In terms of hit points, they were both losing "hit points" during that fight. At first, when Inigo was winning, Wesley was losing hit points. He was being forced back, giving ground, and coming closer to defeat. Wesley turns it around (and starts rolling high on his d20, so to speak) and starts to whittle down Inigo's hit points. When Wesley disarms Inigo, that signals that Inigo was at zero hit points. Inigo was defeated at that point, i.e. at zero hit points.

No one will disagree that the fight between Wesley and Inigo was dramatic and exciting. People want 4E fights to be dramatic and exciting. The Wesley/Inigo fight demonstrates how a fight can be dramatic and exciting without seeing a long series of actual wounds or injuries on the participants. Wesley and Inigo didn't stab each other twelve times with their swords. They didn't need to in order to create excitement.

So when you begin your 4E game, you just have to describe the action differently. When a fighter succeeds on his attack roll (notice I didn't say that the fighter "hits"), you just describe things differently. If the fighter's opponent loses its first 20 hit points (out of 100, so the monster is still relatively safe), you don't describe a gash on the monster's chest. Instead, you describe a series of skillful blows by the fighter that the monster barely avoids or how one of the fighter's swings slices off the end of a protruding horn. If the opponent was humanoid, you'd describe how the opponent's armor kept the blow from being fatal. The humanoid opponent is not bleeding, but has suffered "damage" in the form of fear that he's overmatched. He has lost the will to fight.

Your players will need to help you out. They can't always describe their blows as killing ones. They've got to be more vague at first. At the start of a fight, when opponents are still feeling each other out, they should things like "I feint at his shield to see if he bites." If that attack succeeds, then you, as the DM, could reply with "Your feint works. He overextends himself for an instant. You can't follow up with a killing blow just yet, but you've exposed one of his weaknesses." Later in the fight, when an attack does succeed in bringing an opponent to zero hit points, you can use the earlier color about the shielf feint: "Finally, you take advantage of his shield side weakness you learned about earlier in the fight. Your sword slips under his shield and through his heart! He collapses to the ground!"

Ultimately, you're just going to have to deal with this. There's nothing to assuage you.
WarlockLord said:
Looks like the wizard will be stripped of much of his power, so that the fool with the metal stick can compete with the guy who can reshape reality with his mind.
How do you know that the wizard has been stripped of his power? Have you seen the rules? What are you worried about, that fighters can now deal 20d6 damage with an attack in 4E, just like wizards can in 3E? If wizards can still do 20d6 of damage in 4E, then no one has been "stripped of much of his power." The wizard still has his power to do 20d6. It's just the case now that someone else has the same power as the wizard.

And what's with the irrational condescension in your language? "Fool with a metal stick" versus "man who reshapes the mighty forces of reality, time, space, and the universe with his mighty thoughts!"? You come across as an irrational fan of wizards who (A) won't like the changes to wizards regardless of what they are and (B) is unlikely to be susceptible to attempts to assuage you. If you intended that comment to be tongue-in-cheek, then a smiley would have helped.
WarlockLord said:
Can't say I agree. It probably would've been better to give martial characters countermeasures instead of nerfing the wizard
You are getting your ideas of class balance from MMOGs, likely Everquest and WoW. Those games are overwhelmingly focused on niche protection. MMOG players demand that each class be the best at one particular part of the game (DPS, tanking, heals, CC, whatever). When one class becomes the equal of another MMOG class, players of the aggrieved class cry that they've been nerfed ("OMG, Warlocks are getting more DPS on Gruul than Rogues. Rogues have been nerfed! WTF, Blizz! Please respond, Blue!").

Wizards have not been nerfed just because someone else can now do some of the things they do. Wizards can still do those things! It's like someone who owned a flat-screen TV three years ago complaining that so many more people can now afford to own flat-screen TVs. Unless you're hung up on the status of being rich enough to afford a flat-screen, your flat-screen isn't any less functional just because others now own them too. It's the same with your complaint about wizards. If fighters can now become invisible for a few rounds (unlikely, I'd guess) then your complaint is only valid if wizards can't become invisble anymore. Do you know that this is what's going on in the 4E rules? What is your evidence to suggest that abilities that were exclusively for wizards in 3E are being taken away and given exclusively to martial classes in 4E? As long as the changes aren't exclusive (wizards can no longer do 20d6 damage, only fighters can), then the wizard hasn't been nerfed. Fighters have been buffed. You still have your flat-screen TV but now your neighbor has one too.
 

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