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Paladins will use dive prayers (aka clerical magic!! :( :( :( Crap!!

At will powers can only affect ONE opponent!!

Warlock has arkane powersource!
 

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All that effort on the transcription wasted ;)

Anyway from the rogue information we have - we know the number of surges/day (6+CON mod). How many HP does each surge heal though?
 

The eight class list from the roles section:

Controller: Wizard
Defender: Fighter, Paladin
Leader: Cleric, Warlord
Striker: Ranger, Rogue, Warlock
 

BattleAxe said:
All that effort on the transcription wasted ;)

Anyway from the rogue information we have - we know the number of surges/day (6+CON mod). How many HP does each surge heal though?

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

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.

Looks like it's the same number to me: you heal your healing surge value ([x] + con mod) in HP with each surge, and you get ([x] + con mod) healing surges per day, where [x] is the base number for your class.
 

Sitara said:
At will powers can only affect ONE opponent!!
Not sure if that is necessarily a given. The text only says "they’ll frequently do more than just a modest amount of damage to one enemy." That doesn't seem to exclude the possibility to "do modest or less than modest amounts of damage to more enemies."
 

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.
 

My interpretation of movement is that you can move your speed as a move action. At the cost of granting combat advantage to your enemies, you can add 2 squares to that.

If you give up your standard action, you can still double move. +2 squares on top of that if you are willing to grant combat advantage.

One question I have is if you are affected by multiple ongoing effects, how many saves do you get in a round? One vs. one effect? If so, which one? A separate roll for every effect? This would seem to bog the game down if you have multiple effects affecting you. Does the natural 20 ending all effects at once from DDM still apply?
 

I spotted this stuff from the Critical Hits link and cross posting it here.

200 magic items in the PHB none listed for DMG!
Templates for Lich and 19 others will be in the DMG.
MM has rules for playing over a dozen Monsters as PC.
 

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.
Hmm,

That would make the healing surges less and less effective as the rogue levelled up, and the limitation of 1 per encounter for second winds would soon make these almost worthless - the same with all healing based off surges.

combined with the the definite plural listed on the class description I believe the number per day will be mainly fixed, but the amount of healing variable, and going from previous blogs/playtest reports/design articles maybe something like 1/4 HP

Anyway, I don't want to clutter this thread with Rogue discussions - there's already planety of other places for that.

Back to the news......
 

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