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messy's 4e newbie questions thread
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<blockquote data-quote="tuxgeo" data-source="post: 6211925" data-attributes="member: 61026"><p>Some general 4E comments, instead of explicitly answering the questions you raised: </p><p></p><p>For the sake of survivability, the WotC people decided to start PCs at the equivalent of what would have been 3rd or 4th character level in earlier editions, but to still call that starting place "1st level" anyway. This leads to having "1st-level" PCs who have 20 - 40 (or more) hit points, and whose attacks can do massive damage. </p><p></p><p>Fewer magic item slots, more feats: they were trying to reduce the dependency on magic items. There is even an option called "Intrinsic Bonuses" that allows a DM to give the PCs the <em>numerical effect</em> of magic items without having to make the PCs collect those things. </p><p></p><p>The errata: The online Compendium has those included, but it takes a D&D Insider ("DDI") subscription to use it. However, the errata documents are available for free in .PDF form if you want to try to connect the changes to the original wording. (The online Character Builder also includes the errata, but it's a resource-hog running with Microsoft Silverlight.) </p><p></p><p>The WotC designers were learning as they went, so the later Monster Manuals are reportedly much better: MM3, as well as the "Monster Vault" products, have received good reviews. Likewise, some of the later adventures have been well-received, such as the one in the Essentials DM's Kit ("Reavers of Harkenwold"), and "Madness at Gardmore Abbey."</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6211925, member: 61026"] Some general 4E comments, instead of explicitly answering the questions you raised: For the sake of survivability, the WotC people decided to start PCs at the equivalent of what would have been 3rd or 4th character level in earlier editions, but to still call that starting place "1st level" anyway. This leads to having "1st-level" PCs who have 20 - 40 (or more) hit points, and whose attacks can do massive damage. Fewer magic item slots, more feats: they were trying to reduce the dependency on magic items. There is even an option called "Intrinsic Bonuses" that allows a DM to give the PCs the [I]numerical effect[/I] of magic items without having to make the PCs collect those things. The errata: The online Compendium has those included, but it takes a D&D Insider ("DDI") subscription to use it. However, the errata documents are available for free in .PDF form if you want to try to connect the changes to the original wording. (The online Character Builder also includes the errata, but it's a resource-hog running with Microsoft Silverlight.) The WotC designers were learning as they went, so the later Monster Manuals are reportedly much better: MM3, as well as the "Monster Vault" products, have received good reviews. Likewise, some of the later adventures have been well-received, such as the one in the Essentials DM's Kit ("Reavers of Harkenwold"), and "Madness at Gardmore Abbey." [/QUOTE]
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