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D&D Older Editions, OSR, & D&D Variants
Tell us what you like and don't like about 4e
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<blockquote data-quote="nyrfherdr" data-source="post: 2573270" data-attributes="member: 3394"><p>I like the plans for the new ultra random mini's that will be going with the game.</p><p>They are doing away with the concept of commons. There will now be a random assortment of uncommons, rares, ultra rares and the new super rares. Only 1 super rare in any case of mini's.</p><p></p><p>They completely removed feet from all measurements. Movement, effects, spell ranges and areas are now listed in # of squares. There will no longer be any circular effects. Everything has to fit in a square grid. They are encouraging actually moving miniatures one square at a time to insure accuracy and the perception of 'game piece movement' during play.</p><p></p><p>They did complicate magic item creation though. Gold costs are built up instead of based on 'sale price' because supply and demand effect price, the cost has to be built based on a power grid designed to handle about 80% of the magical effects and then a logorithmic calculation for the other 20% of effects. You then base XP cost on the square root of the final total cost multiplied by the inverse ratio of the characters current level and the caster level put into the magic item. </p><p>I think it will work, but it took me a few reads to get it down.</p><p></p><p>Other than that, the number of typos is amazing. You'd think that they would have done a better job of proofreading than that.</p></blockquote><p></p>
[QUOTE="nyrfherdr, post: 2573270, member: 3394"] I like the plans for the new ultra random mini's that will be going with the game. They are doing away with the concept of commons. There will now be a random assortment of uncommons, rares, ultra rares and the new super rares. Only 1 super rare in any case of mini's. They completely removed feet from all measurements. Movement, effects, spell ranges and areas are now listed in # of squares. There will no longer be any circular effects. Everything has to fit in a square grid. They are encouraging actually moving miniatures one square at a time to insure accuracy and the perception of 'game piece movement' during play. They did complicate magic item creation though. Gold costs are built up instead of based on 'sale price' because supply and demand effect price, the cost has to be built based on a power grid designed to handle about 80% of the magical effects and then a logorithmic calculation for the other 20% of effects. You then base XP cost on the square root of the final total cost multiplied by the inverse ratio of the characters current level and the caster level put into the magic item. I think it will work, but it took me a few reads to get it down. Other than that, the number of typos is amazing. You'd think that they would have done a better job of proofreading than that. [/QUOTE]
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