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<blockquote data-quote="Rystil Arden" data-source="post: 4252432" data-attributes="member: 29014"><p>I have a few thoughts and questions on minor rules things that I can't find on any forums so far--I'm still digesting what I've seen (and probably waiting until June 6th or whenever I can see the books) before I can make any bigger pronouncements, since I'm one of the wait-and-see crowd. </p><p></p><p>Feel free to respond to my thoughts or questions and to post any of your own below. I'm sure several of these can be cleared up by someone with the full rules. If anything in here is not correct, please correct me!</p><p></p><p>1) Eladrin Teleportation--I think we finally have an answer for the folks who are getting up in arms about the effect of this on jails: Blindfold them. It seems that teleportation is impossible while blindfolded in 4e because they need to be able to see their target. Is that right? That can lead to some interesting strategies for dealing with teleporting critters and characters. It also neatly gets rid of the problem with level 1 Eladrin Teleporting through solid walls.</p><p></p><p>2) Tiny creatures and weapons--I've heard that there are rules for larger creatures and their weapons in 4e but that Small creatures are sort of handwaved and then Tiny is not mentioned. Is that true? If not, do the damage dice just go down using the usual 4e chart and then from 1d4 -> 1d3 -> 1d2? Is there any weapon that does 1d2 otherwise? </p><p></p><p>3) Impossible saving throws--it seems that there isn't a clause for an automatic success on a saving throw of 20. Does this mean that a particularly-high-Wisdom Orb Implement Wizard with Spell Focus can create an unsavable spell once per encounter?</p><p></p><p>4) Item Pricing Funkiness--I've heard that Boots of Striding give you +1 move for 4200 gp and Boots of Striding and Springing give +1 speed and +2 to athletics (jumping only) for 21000. If so, that seems rather silly, particularly since supposedly Dynamic Belt gives +2 to all Athletics and Acrobatics checks and also a daily ability for 4200 gp. This seems to be because all items of a particular level cost the same (the 4200 items would both be level 9 and the 21000 item 14), but this one-size-fits-all approach might to lead to large issues in games where magic items can be bought and sold. At the very least, they need to lower the level of Boots of Striding and Springing. I can't see how +2 to Jumping is worth an increase of 5 levels.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 4252432, member: 29014"] I have a few thoughts and questions on minor rules things that I can't find on any forums so far--I'm still digesting what I've seen (and probably waiting until June 6th or whenever I can see the books) before I can make any bigger pronouncements, since I'm one of the wait-and-see crowd. Feel free to respond to my thoughts or questions and to post any of your own below. I'm sure several of these can be cleared up by someone with the full rules. If anything in here is not correct, please correct me! 1) Eladrin Teleportation--I think we finally have an answer for the folks who are getting up in arms about the effect of this on jails: Blindfold them. It seems that teleportation is impossible while blindfolded in 4e because they need to be able to see their target. Is that right? That can lead to some interesting strategies for dealing with teleporting critters and characters. It also neatly gets rid of the problem with level 1 Eladrin Teleporting through solid walls. 2) Tiny creatures and weapons--I've heard that there are rules for larger creatures and their weapons in 4e but that Small creatures are sort of handwaved and then Tiny is not mentioned. Is that true? If not, do the damage dice just go down using the usual 4e chart and then from 1d4 -> 1d3 -> 1d2? Is there any weapon that does 1d2 otherwise? 3) Impossible saving throws--it seems that there isn't a clause for an automatic success on a saving throw of 20. Does this mean that a particularly-high-Wisdom Orb Implement Wizard with Spell Focus can create an unsavable spell once per encounter? 4) Item Pricing Funkiness--I've heard that Boots of Striding give you +1 move for 4200 gp and Boots of Striding and Springing give +1 speed and +2 to athletics (jumping only) for 21000. If so, that seems rather silly, particularly since supposedly Dynamic Belt gives +2 to all Athletics and Acrobatics checks and also a daily ability for 4200 gp. This seems to be because all items of a particular level cost the same (the 4200 items would both be level 9 and the 21000 item 14), but this one-size-fits-all approach might to lead to large issues in games where magic items can be bought and sold. At the very least, they need to lower the level of Boots of Striding and Springing. I can't see how +2 to Jumping is worth an increase of 5 levels. [/QUOTE]
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