So we got the sheets, let's calculate the crunch!!

breschau said:
Yeah, but those Tylenol are given out by the character's god. Only when you hand them out, the god leans down and says, "wait, he's run out of surges, don't give it to him." That's lame.
I don't see it as lame, but I don't see it the same way you do. The god doesn't hand out the healing, he hands out power to his clerics who then use it to heal people.

The power doesn't directly heal, but instead draws upon the target's own healing capacity and accelerates it. If the person has used up t=all their surges, they cannot get the benefit because their body hasendured as much healing as it can for the day.



Slight shift on this: The Cleric's power is listed as a burst. A burst I seem to recall was defined as beginning one square away. That means the Cleric cannot be part of his own Healing Word and heal himself.
EDIT: Never mind, I looked again and noticed it said "You or one target."
 
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jaer said:
Does the mark not apply to OA and the like? I mean, the fighter's first level mark might not be enough for to get a creature to attack him and not his allies...but the -2 is still DEFENDING allies. He's making them harder to hit.

The Defender is defending his allies. Sounds like it's working. And sounds like it is far removed from MMO tanking abilities that so many people were worried about them putting into D&D.

A big factor I just considered, we aren't sure what an "attack roll" encompasses. All of those powers could be attack rolls, meaning that -2 applies to wizard's spell DCs too!!!
 

Chris_Nightwing said:
Defences
Halfling or Paladin or Small: +1 all
Nope, the human cleric also has +1 all.

Chris_Nightwing said:
Weapon bonuses
Shortsword: +3 or +2 with +1 for small
Nope, the halfling's other weapon is 1 pt less in melee than his short sword bonus. Short swords & daggers are +3 vs +2 for most other weapons.

Chris_Nightwing said:
Other..
Versatile is +1 for using a weapon in two hands (2H weapons use a bigger dice, no longer the increased Str bonus AND more dice silliness)
\
We haven't seen any 2H weapon stats yet.
 

mach1.9pants said:
It is that if Warlock powers are almost totally implement based, as it seems from the DDXP, the are next to useless. Why should a pact with a power rely on a stick to enable power use? But more importantly it puts a heavy implement user at a massive disadvantage in situations which remove a characters items. Happens a lot to PCs IME ;)

Do we know that powers listed as "implement" necessarily *require* implements?

Compare to the fighter power "Tide of Iron". It's listed as a Melee Weapon power, but there's an entire separate line for "Requirement: you must be using a shield".

Seems to me that if an implement were required, it'd say so.

Plus, there's this (from http://www.wizards.com/default.asp?x=dnd/drdd/20070917a&authentic=true and http://www.enworld.org/index.php?page=4e):

Bruce Cordell said:
Any wizard can use an implement to increase the effectiveness of his spells. Just as a warrior gains a benefit when attacking an enemy with a magic sword, so does a wizard benefit from using a magic orb, staff, or wand with his spellcasting.

I think this means that if you have a +1 wand, and you're doing an Implement power, then you get to add +1. Just like a fighter using a +1 sword with Tide of Iron would add +1. And just like how an unarmed fighter could still use Tide of Iron to make an attack*, I imagine a wandless warlock could still attack with an Implement power (just without his wand's bonus).

-z

* provided he has a shield, of course.
 


Chris_Nightwing said:
I thought I summarize everything I've worked out from the six sheets and comments on the threads:

Races (these are deductions, not guesses)
Human: Either (+4 Wis) or (+2 Wis and +2 to one other)
Halfling: (+2 Cha or Wis) and (+2 to one other, not Int)
Half Elf: (+4 Cha) or (+2 Cha and +2 Con)
Dwarf: (+2 Con and +2 Str) or (+4 Con)
Eladrin: +2 Dex and +2 to one other
Tiefling: +2 Int and +2 to one other, not Wis

It's certainly possible that each race gets +2 to two different stats, but my guess is that each Race gets +2 to a single stat, and each class gives +2 to it's important stat.

For instance, the Human is a Cleric and gets +2 to Wisdom from his class. The Halfling is a Paladin and gets +2 Charisma from his class. The Half-Elf is a Warlock and gets +2 Charisma from his class. The Dwarf is a Fighter and gets +2 Strength from his class. The Eladrin is a Ranger and gets +2 Dexterity from his Class. The Tiefling is a Wizard and gets +2 Int from his class.

The Rogue write up we've seen so far does NOT support this idea, but it seems possible.
 

Incendax said:
It's certainly possible that each race gets +2 to two different stats, but my guess is that each Race gets +2 to a single stat, and each class gives +2 to it's important stat.

For instance, the Human is a Cleric and gets +2 to Wisdom from his class. The Halfling is a Paladin and gets +2 Charisma from his class. The Half-Elf is a Warlock and gets +2 Charisma from his class. The Dwarf is a Fighter and gets +2 Strength from his class. The Eladrin is a Ranger and gets +2 Dexterity from his Class. The Tiefling is a Wizard and gets +2 Int from his class.

The Rogue write up we've seen so far does NOT support this idea, but it seems possible.

The Elf write-up also does not support this idea. We know that one race grants 2 +2s and one class grants no +2s, so it's reasonable to assume that races grant ability bonuses and classes do not.
 

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