D&D 4E Most Wanted 4E Rules Revelations

What 4th Edition rules are you dying to know?

  • Defense, AC, Saving Throws

    Votes: 76 32.5%
  • Movement (5 ft step, diagonal, full attack, etc)

    Votes: 29 12.4%
  • Attack (full attack, extra attacks, AOO, etc)

    Votes: 66 28.2%
  • Wizard Implements and Traditions

    Votes: 52 22.2%
  • Wizard Spellcasting (Used to be all Vancian...)

    Votes: 147 62.8%
  • Races and Classes: Where are they? (PH1, DMG, etc)

    Votes: 101 43.2%
  • Warlord info

    Votes: 58 24.8%
  • Warlock info

    Votes: 40 17.1%
  • Multiclassing

    Votes: 110 47.0%
  • Monsters monsters monsters

    Votes: 64 27.4%

  • Poll closed .
I may be an oddball, but I'm hoping to see more about the environment/terrain rules. What modifiers they give to PCs? How do they affect calculating the new equivalent to challenge ratings.

I can't imagine there are that many people who care much about this though. :heh:
 

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I vote for Skills... most of the other pieces mentioned above are only a sliver of a larger mechanic, whereas the skill system and math should be relatively easy to segregate as an 'update' without being too confusing.

Not to mention, if its a good enough system to HR into my current game :)
 


I want to know it all obviously.

But what I want most is Wizard, Warlord and multiclassing info.

I want to see how spell casting will now work, how the 'leader role' will work and whats done with multiclassing to make it better now.
 


Class abilities are a hot topic of course, but I understand they will be one of the last things known.

Currently it's all about monsters for me. Most pressingly, how monster types are handled and which are used. Monster types have huge worldbuilding implications and I hope the 4th edition types are more flexible than those of 3rd.
 

The thing on that list that I am most interested in seeing is how they deal with multiclassing. The 3e multiclassing system is the proudest nail the game has to offer. I can't think of anything that waters down character archetypes and encourages munchkinism more. Players should be encouraged to stick with their base class and allowed to diversify their talent, not the other way around (encouraged to diversify their talent and allowed to stick with their base class). They were so close to making the system flexible enough to allow you to create virtually any concept you wanted with a single class, and yet so far. Cross-class skills sucked and for that matter too many classes didn't receive enough skill points. There weren't enough feats that allowed you to diversify your talents without multiclassing. Finally, virtually every class in the game from Archivist to Wu Jen is so front-loaded as to make multiclassing way too appealing at low-levels. A 1st level wizard gains far more from a level of sorcerer than he does another level of wizard. What the hell is with that? True, he delays his progression to 2nd level spells, but the silliness is that in the short run a sorcerer level is more effective and that is just ridiculous.

Your base class needs to be appealing to stick with at every level, especially spellcasting classes. I hate to say it because the old-schooler inside me is raging at me for even thinking it, but spreading the spells out into 30 levels might be really good for the game in that respect.
 

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