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Patlin said:
I interpreted it the other way. Each surge heals 6+con, and the rogue article didn't say how often it could be done.

I was about to disagree with you but the math holds up with both interpretations. A 20th level rogue with an 18 Con will have 125 hit points. A standard action Second Wind will heal 15 hps for about 12% return. Not great but not horrendous for a /encounter ability that can be triggered by Leader classes.

I still believe the Healing Surges line in the rogue stat block remarks on the number of times a healing surge can be applied rather than the amount. THe playtests this afternoon will confirm one of our views. So we have that going for us, which is nice.
 

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No penalty for shooting into melee! WHA??? *shocked!*

But...WHY? So everyone's a sniper now?

And charging got a MAJOR nerfstick. :( i think you will have to rely on certainpowers modifying charge, because rite now its pretty worthless.
 

A character sheet has been posted. It appears that HP healed per surge is half the bloodied result (or a quarter of the total HP of the character), as it is different from the Healing Surges Per Day number.

Hope This Helps,
Flynn
 

Sitara said:
But...WHY? So everyone's a sniper now?
Nah... snipers perhaps get a bonus! ;)

Interestingly, that's the way I've done it all the time. Never bothered with the penalty, because it crops up faaar more often than not. If it's almost always on, it's no longer a penalty, but the standard. Though I haven't introduced a bonus...

Cheers, LT.
 


Sitara said:
It can be done 1/encounter AND other classes (clerc/pally/warlordy) can also trigger them which goes ebyond the 1/encounter limit. Dang. And when you rest for SIX hours only you get back ALL hitpoints AND ALL surges!

Thats without using any healing potions. And thats at 1st level heroic tier.

So I guess getting stabbed all over with blood pouring out of every orifice will be taken care of with a 6 hour rest.

For the last time, HP loss <> wounds in 4E. If you're stabbed all over and have blood coming out of every orifice, you're DEAD. Your HP are going to be luck/resolve/toughness, not physical damage. Read one of the dozen threads on the subject.
 

So it looks like they have Insight and Perception and then Passive versions of each which have a +10 bonus to them. Which I assume is basically like Taking 10.

Passive I assume would be when the DM rolls in secret to see if you notice anything on your own. Whereas the regular skills are when you are actively looking for something.
 

Sitara said:
No penalty for shooting into melee! WHA??? *shocked!*

But...WHY? So everyone's a sniper now?

And charging got a MAJOR nerfstick. :( i think you will have to rely on certainpowers modifying charge, because rite now its pretty worthless.

Archers were next to worthless in 3e due to all the penalties for using a missile weapon in dungeons- lots of cover, firing into melee, low damage, etc. You had to take a lot of feats just to be mediocre. I prefer the new rules.

I wouldn't call changing the hit modifier for charging from +2 to +1 a major nerfing. It looks like modifiers (+ and -) across the board will be lower.
 

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