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Multi-classing: "any combo, any level, always works."

Action points are core. Do different stuff than Star Wars force points and Eberron AP.

Social interactions: Multiple checks between multiple characters (including back and forth) for a single social interaction, instead of a single roll as now.
 


There was also a comment about scaling the non-caster classes up, while scaling the caster classes (specifically the wizard) back.

The multi-classing rules are what interest me the most. I can't wait to see how that's going to work. The system in 3.x is simply busted.

Oh, and the races/classes lists the have been appearing on the boards are 78-82% right.
 



Other points:

Apparently there are people who were under the delusion that 3e could not possibly be improved!

No work on encumbrance yet: "I don't think we even have weapon weights yet."

Heroic, paragon, epic tiers are "not hard-edged boundaries", so a 9th-level character isn't all that different from a 11th-level character, but there are some mechanical differences. "The mechanics are informed by what tier you're in, but it's not a major change by any means."

Monks and bards are described as "fifth wheels".

Iconic non-combat monster abilities are still in. E.g., mind flayer's iconic abilities aren't going away.

Advancing monsters by hit dice? "Kind of... It's more of an art and less of a science."

"Do you have a better mechanic for turning undead? Yes!"
 


1. They totally missed the point on the currency question. I'm pretty sure the guy was asking if D&D was moving to a more abstract wealth system, instead of accounting for coins. Based on their answer, the answer is 'No.'

I am also worried that Dave Noonan thinks that money 'disappears' once the PC spends it, and that there's no such thing as a "D&D economy." It's hardly a main point, but I hope they give a little more thought to the 'economic' consequences to rules.

2. The meaning of "Core": will include expansions and D&D Insider materials, not just the first three books.

3. Different "Tiers" do have different rules; not terribly different, but not exactly the same.

4. Psionics: Eventually.

5.a Monster Roles: intended to help DM's design challenging encounters quickly. e.g., Combine an Artillery & Defender for encounter X. Also, now monsters can use the same tactics PC's have been using.

5.b Class Roles: intended to guide player expectations. Brings focus to character design. Brings focus to group design.

6. There were sacred cows, but not a "list" from the beginning - they took things out, saw if the game still worked / felt like D&D, and put it back if the game didn't feel like D&D.

7. Spelljammer/Ravenloft - no specific plans.

8. Nothing has been 'off limits' in the design process.

9. Monsters are 'kind of' advanced by HD.
 

babomb said:
Monks and bards are described as "fifth wheels".
Specifically, Monks and Bards are described as fifth wheels in 3.x. The (heavy) implication was that when they are introduced to 4th edition they will no longer be a fifth wheel.

Cheers
Dan
 

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