sunmaster said:How do you want to make an adventure when you don't know the rules of
Initiative, checks against skills, checks against saves, how to use spells,
the combat phases in a round and so on?
Err--we pretty much do know all of that.
Initiative: Same as 3E.
Checks against skills: Same thing, the core mechanic hasn't changed. You still roll a d20 and add your Skill modifier.
Saves: We know this too--a saving throw is 1d20, 9 or less you don't get better, 10 or more you do (20 sometimes something special happens).
Combat phases: We know Initiative, we know you get three actions on your turn (standard, move, minor), we know you can "trade down."
Obviously the full rules aren't at our disposal, but based on what we've learned from teasers and previews we have a pretty solid picture of how to play.