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Hmm, there are no class updates, so either they left those for the October update, or some of the changes we've been hearing about are Essentials-only. I'm specifically thinking about the Mage's spellbook and encounter spells.

Regards.
 

Sounds decent for the most part, fixed a couple of problematic powers as well. I'm interested to see the effect of sneak attack being 1/turn though, that's probably the most major change they've made.
 

Were rogues so underpowered before that they needed to (be) able to sneak attack multiple times in a round?

On another note, dwarfs were already almost entirely built around compensating for being the only "warrior race" that DOESN'T get a strength bonus - giving them that bonus AS WELL as all the other stuff seems like a bad idea from a balance perspective.

I kind of wonder about both of those.

The rogue in two campaigns I play/DM in (levels 1 and 3 only) is already the best damage-dealer, in front of another striker in both cases. What are people's impressions about letting him benefit from multiple leader attacks and other attacks on other creatures' turns? How compatible is this rule with the PHB rogue: if the PHB rogue was house-ruled to benefit from the once-per-turn sneak attack, would be not become significantly more powerful? Does this mean that the Essentials rogue loses some other powers or abilities compared to the PHB rogue and that the increased sneak attack compensates this? How do the Essentials and PHB rogues now compare?

As for the dwarf being a strong fighter race, I've seen this in a few threads recently. Could someone please explain to me what makes him such a strong race option? (apart from the CON/STR ability mod combo in Essentials.) What are the racial features that make him so good?

Thanks for thoughts and explanations,

Sky
 

Rogues don't get Rapier proficiency for free yet. The change to military weapon will only effect classes that have access to all military weapons, like Fighter. I'm glad that I can now play a Rapier wielding fighter without it costing an extra feat.

Crucially, the change makes a big difference for a number of hybrid rogue combinations that previously had strange weapon-switching issues.

-KS
 

As for the dwarf being a strong fighter race, I've seen this in a few threads recently. Could someone please explain to me what makes him such a strong race option? (apart from the CON/STR ability mod combo in Essentials.) What are the racial features that make him so good?

Thanks for thoughts and explanations,

Sky

The fact that they can Second Wind as a Minor action is huge IMHO. It allows them to heal and still attack w/o wasting a round.

Also, the ability to be pushed 1 less square is a nice benefit too.
 

Given that these are issued separately from errata updates...does this mean these changes are any less official? Are these for example, just suggested revisions as opposed to new rules like an errata would be? I'm not sure if I should be updating my books or not.


The change to the Rogue makes him real good friends with the lazy warlord. Should be fun!

I love the modification to the Human...the third at-will didn't appeal to all classes in my opinion and this just goes to make human even more of an all around solid choice.

The Will/Reflex/Fortitude changes are nice too, seeing as they were hardly overpowered for heroic tier to begin with.

I don't care for the change on Melee Training feat...it wasn't taken that often in my play circle despite its clear benefits...now it is even less appealing. I guess it was overpowered or something.
 
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This is an errata preview.

The classes aren't in here because the classes aren't getting changes, they are adding "builds" (I think that's what they are calling them).

I think the Two-Weapon Fighting and Weapon Focus weapliment fix was rather elegant. I play an invoker, too, but I like the way they fixed it. DMs giving out Essential retrainings for free I hope.

I wonder if the Ranger gets Quarry Damage once per turn in November? Ranger in our party now has tons of immediate powers.
 

I kind of wonder about both of those.

The rogue in two campaigns I play/DM in (levels 1 and 3 only) is already the best damage-dealer, in front of another striker in both cases. What are people's impressions about letting him benefit from multiple leader attacks and other attacks on other creatures' turns? How compatible is this rule with the PHB rogue: if the PHB rogue was house-ruled to benefit from the once-per-turn sneak attack, would be not become significantly more powerful? Does this mean that the Essentials rogue loses some other powers or abilities compared to the PHB rogue and that the increased sneak attack compensates this? How do the Essentials and PHB rogues now compare?

As for the dwarf being a strong fighter race, I've seen this in a few threads recently. Could someone please explain to me what makes him such a strong race option? (apart from the CON/STR ability mod combo in Essentials.) What are the racial features that make him so good?

Thanks for thoughts and explanations,

Sky

I gather that these rules updates/revisions will eventually specifically affect the PHB rogue. The update is labled "Player's Handbook", so I'm treating this the same way I treat errata.
 
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I gather that these rules updates/revisions will eventually specifically affect the PHB rogue. The update is labled "Player's Handbook", so I'm treating this the same way I treat errata.

Good catch. I thought the article was meant as errata for the Essentials HotFL book, but it seems it would rather be errata for the PHB to put it on par with the Essentials book.
 

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