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My first taste of 4e, and what it means for 5e.
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<blockquote data-quote="MerricB" data-source="post: 6011546" data-attributes="member: 3586"><p>It should be noted that psionic characters are, by a fair margin, the most complicated characters in 4E. Under no circumstances should they be given to a new player to play if the DM can't spend time helping them.</p><p></p><p>Here's an example of a character sheet I gave to my D&D Encounter players:</p><p></p><p><strong>Half-Orc Rogue 1 (Deep Delver, Deep Wastes)</strong></p><p></p><p>Str 11 +0 Dex 20 +5 Wis 10 +0 Perception +5, low-light vision</p><p>Con 16 +3 Int 10 +0 Cha 8 -1 Passive Perception 15, Passive Insight 10</p><p></p><p>Initiative +5 Speed 6 (8 when charging)</p><p><strong>AC 17</strong>, Fort 13, Ref 17, Will 10</p><p><strong>HP:</strong> 28 bloodied 14, surge value 7, surges/day 9</p><p>Half-orc resilience: the first time you are bloodied in an encounter, gain 5 temporary hit points.</p><p></p><p><strong>BASIC ATTACKS</strong></p><p>M Shortsword +9 vs AC, 1d6+7 damage</p><p>R Shortbow +8 vs AC, 1d8+7 damage, range 15/30</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong><em>Ambush Trick:</em></strong> You may move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares and have none of their allies adjacent to them</p><p><strong><em>Tactical Trick:</em></strong> You may move up to your speed. You do not provoke opportunity attacks for leaving squares adjacent to your allies. Until the end of your turn, you gain combat advantage against enemies that have at least one of your allies adjacent to them.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><strong><em>Backstab </em></strong> (encounter; personal; no action; trigger: you make an attack roll using a basic attack against a creature within 5 squares granting combat advantage to you.)</p><p> <em>Effect</em>: You add +3 to the attack roll and deal 1d6 extra damage if it hits.</p><p><strong><em>Furious Assault</em></strong> (encounter; personal; no action; trigger: you hit an enemy with an attack)</p><p> <em>Effect</em>: The triggering attack deals 1[W] extra damage or 1d8 if not a weapon attack.</p><p><strong><em>Subterranean Surviva</em></strong>l (encounter; personal; free action; trigger: you make a Dungeoneering check and dislike it)</p><p> <em>Effect</em>: You reroll the Dungeoneering check.</p><p></p><p><strong>ONGOING ABILITIES</strong></p><p><em><strong>First Strike</strong></em> – At the beginning of a combat, you have combat advantage against any foe that hasn’t yet acted.</p><p><strong><em>Sneak Attack</em></strong> – the first time each turn you hit an opponent granting combat advantage to you, you deal 2d6 extra damage</p><p></p><p><strong>SKILLS</strong></p><p>Acrobatics +10, Athletics +5, Dungeoneering +9, Endurance +5, Intimidate +2, Perception +5, Stealth +10, Thievery +10</p><p></p><p><strong>FEATS</strong></p><p>Master at Arms (+1 to all weapon attacks; minor action to sheathe a weapon and draw a new weapon).</p></blockquote><p></p>
[QUOTE="MerricB, post: 6011546, member: 3586"] It should be noted that psionic characters are, by a fair margin, the most complicated characters in 4E. Under no circumstances should they be given to a new player to play if the DM can't spend time helping them. Here's an example of a character sheet I gave to my D&D Encounter players: [b]Half-Orc Rogue 1 (Deep Delver, Deep Wastes)[/b] Str 11 +0 Dex 20 +5 Wis 10 +0 Perception +5, low-light vision Con 16 +3 Int 10 +0 Cha 8 -1 Passive Perception 15, Passive Insight 10 Initiative +5 Speed 6 (8 when charging) [B]AC 17[/B], Fort 13, Ref 17, Will 10 [B]HP:[/B] 28 bloodied 14, surge value 7, surges/day 9 Half-orc resilience: the first time you are bloodied in an encounter, gain 5 temporary hit points. [B]BASIC ATTACKS[/B] M Shortsword +9 vs AC, 1d6+7 damage R Shortbow +8 vs AC, 1d8+7 damage, range 15/30 [B]MOVE ACTIONS [/B] [B][I]Ambush Trick:[/I][/B] You may move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares and have none of their allies adjacent to them [B][I]Tactical Trick:[/I][/B] You may move up to your speed. You do not provoke opportunity attacks for leaving squares adjacent to your allies. Until the end of your turn, you gain combat advantage against enemies that have at least one of your allies adjacent to them. [B]TRIGGERED ACTIONS[/B] [B][I]Backstab [/I][/B] (encounter; personal; no action; trigger: you make an attack roll using a basic attack against a creature within 5 squares granting combat advantage to you.) [I]Effect[/I]: You add +3 to the attack roll and deal 1d6 extra damage if it hits. [B][I]Furious Assault[/I][/B] (encounter; personal; no action; trigger: you hit an enemy with an attack) [I]Effect[/I]: The triggering attack deals 1[W] extra damage or 1d8 if not a weapon attack. [B][I]Subterranean Surviva[/I][/B]l (encounter; personal; free action; trigger: you make a Dungeoneering check and dislike it) [I]Effect[/I]: You reroll the Dungeoneering check. [B]ONGOING ABILITIES[/B] [I][B]First Strike[/B][/I] – At the beginning of a combat, you have combat advantage against any foe that hasn’t yet acted. [B][I]Sneak Attack[/I][/B] – the first time each turn you hit an opponent granting combat advantage to you, you deal 2d6 extra damage [B]SKILLS[/B] Acrobatics +10, Athletics +5, Dungeoneering +9, Endurance +5, Intimidate +2, Perception +5, Stealth +10, Thievery +10 [B]FEATS[/B] Master at Arms (+1 to all weapon attacks; minor action to sheathe a weapon and draw a new weapon). [/QUOTE]
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