D&D 4E Our first playtest of 4E

RigaMortus2 said:
Under the skeleton description, A skeleton attacks until destroyed. or is ordered to do something else. To play it otherwise is not playing by that rule. If 4E changes that, then fine, it's worth noting.

I don't see how a DM's decision to allow a skeleton to back down can be considered by you as an indication of a change in rules from 3e to 4e.


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Similarly (not adressing Mortus here) it's not particularly obvious as of yet that 4e really allows to use tide or iron from a prone position just because the partial exposure to the rules we've had doesn't specifically forbid it. It was just the call of that DM given the information available (unless I misread, he isn't using the full PHB and has access to the same limited information as the rest of us).


I remember the good old days just before 3e came out. I not only ran proto-3e encounters before the game came out, I ran a proto-3e campaign that went up to level 9 based on the limited info we had available! Needless to say I got quite a few detail wrong compared to the actual rules!

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Nice playtest! I especially liked how the fighter was able to effectively hold the line against the skeleton. An example of a defender fulfilling her role effectively.
 
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bjorn2bwild said:
That skeleton warrior chose to back off the front line and allow the other skeleton warrior to step up. Unfortunately for the retreating skeleton, the fighter used her class ability to get one final swing at it, which destroyed it.

I like it. I got a whole Jason and the Argonauts thing going on while I read this.
 
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bjorn2bwild said:
It seemed, to everyone, as though this edition played out a bit more like a CCG than we would have liked. Nobody’s given up on 4E yet though. Everyone wanted to try it again, building characters themselves once we have everything in front of us.

Thank you Chris Pramas...the new buzzword. From MMORG to CCG
 

Gundark said:
Thank you Chris Pramas...the new buzzword. From MMORG to CCG
Chris Pramas must be stopped!

Also, I agree. As soon as he said that, the h4ters jumped all over it, duct-taped it to their banners, and have been parroting it ever since.
 


Mustrum_Ridcully said:
They did?
Keep an eye out for it. Look for anyone giving their impression of play or mechanics after the date of Pramas' comment. I've seen it at least four or five times by different posters so far.

CCG is the new anime/videogame.
 

Dr. Awkward said:
Keep an eye out for it. Look for anyone giving their impression of play or mechanics after the date of Pramas' comment. I've seen it at least four or five times by different posters so far.

CCG is the new anime/videogame.

Or maybe Mr. Pramas just pointed out a similarity that no one else noticed before and gave everyone a little more food for thought. :)

It's very easy to take a new criticism and lump it in with all the old ones, but I think you have to examine it carefully before rejecting it out-of-hand.
 


RigaMortus2 said:
But how is it any different? So instead of swinging your +5 (+1 BAB +4 Str) "to hit" longsword dealing 1d8+4 damage, you'll be swinging your +10 "to hit" longsword dealing 1d8+4 damage with some small bonus to it (perhaps a shift afterwards, perhaps additional damage, perhaps a knock back

The difference is now you have more at will powers to choose from. Look at the rogue preview, he has a few choices of at will powers, also he has a choice of the per encounter powers too.
 


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