The Player's Guide is here! [Updated to Final Version!]

- "punishing" teleportation might be an issue (in exchange for MAYBE a damage bonus). I'll have to see how this works out in-game. The problem is, that this limits some racial features and "core class features" like certain Warlocks. In 3.5 teleportation was not all that common, so this might have played out differently.

It's a major part of the plot. If you've read the 3.5 version, you'll understand why. It doesn't last the entire campaign saga, and the damage is very low for the in-combat teleports - low enough that it didn't really have much effect at all in playtests except to remind players of the Burning Sky effect. It certainly wasn't enough damage to discourage use of the powers, and provided some quite cool tactical options for players.

If it really bothers you, though, simply don't apply the fire damage for in-combat teleports. Just tell your players that the trip was uncomfortably hot for some reason, but not enough to hurt them. That should, at least, keep them wondering what's going on.

"spells" At several points in your Player's Guide you mention spells, but what a spell is, is AFAIK not clearly defined.

"Spells" are defined in the PHB (and the PHB2). Specifically, they're wizard, warlock, sorcerer and bard powers.
 
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- "spells" At several points in your Player's Guide you mention spells, but what a spell is, is AFAIK not clearly defined. Referring to the keywords describing a power might be better - but I don't know if that's maybe not possible due to licensing issues?
The sidebar on page 54 of the Player's Handbook defines what a spell is - it is, specifically, a power derived from the arcane power source. As Morrus explained, this includes anything from the Wizard, Warlock, Sorcerer, Bard, Artificer and Swordmage classes (to date).

For clarification, powers from the

  • arcane power source are called spells.
  • martial power source are called exploits.
  • divine power source are called prayers.
  • primal power source are called evocations.
 

aah. Okay. Iw asn't clear if this naming of powers was ALWAYS the case. The way you state it, it is definitely not a problem.

And as for the teleportation: While I disagree, that it is a minor thing for in-combat teleport powers, I will definitely want to give it a try. It might not be as bad as I fear it is, but it blocks some options. "Fleeing" from a tight spot while in trouble can become a non-option all of a sudden, as you are likely to lack the HP, BUT on the other hand suddenly using teleportation as a melee-enhancer becomes a viable option. E.g. Building an Eladrin Rogue, who teleports one or two squares into a flanking position and then strikes with sneak and fire. Not bad. Very careful someone would have to be with fey pact warlock, as, especially at the beginning their pact boon can become too much to handle for them. Can. Not must.
And considering the benefits ... it might well be worth the try.
 

Morrus --

I got the email with the link to download my updated player's guide, and my order shows two different links to download the guide. Analyzing the two links, there are two different product IDs.

Which one is the updated guide? Is one a B&W version?
 

Morrus --

I got the email with the link to download my updated player's guide, and my order shows two different links to download the guide. Analyzing the two links, there are two different product IDs.

Which one is the updated guide? Is one a B&W version?

That's weird. I have no idea. There should be only one file there. I don't know how the product IDs are assigned by RPGNow.

The correct one has a full page art piece on the last page, with several faces, the Tempest airship above them, and a flaming stag in the bottom right.
 

Huh.... I looked them and they both appear to be the same.

Attached is a screenshot of my downloads links from my order page.
 

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