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<blockquote data-quote="Neonchameleon" data-source="post: 5547463" data-attributes="member: 87792"><p>Max HP at first, rolled at 2nd I think.</p><p> </p><p> </p><p></p><p>3e and 4e both have an emphasis on play balance that was missing from AD&D. Which means both have an expected amount of equipment a character has a given level (in GP). Rather than having anything. 4e it's easier to remove because the primary bonusses are more logical and consistent so you can just attacht hem to the character and not worry about being stingy.</p><p></p><p></p><p></p><p>Thieves are back in 4e.</p><p> </p><p></p><p></p><p>Again, back in 4e <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p> </p><p>All are - but 4e is exception based. There are a limited number of conditions to inflict (18 on the back of my DM screen) and I could tell you off the top of my head what fifteen did. (The exceptions being Blinded and Deafened, (where I'd have to look up the perception penalty - the rest is obvious for both), and Petrified). And some of those are normally sub-categories - for instance PCs are normally unconscious because they are dying (i.e. on negative hit points) and normally helpless because they are unconscious. Petrified also makes the target unconscious.</p><p></p><p>For the record, the conditions are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Blinded </strong>- Can't see</li> <li data-xf-list-type="ul"><strong>Dazed</strong> - Half out of it; one action per turn (attack or move)</li> <li data-xf-list-type="ul"><strong>Deafened</strong> - Can't hear. Minimal effect so rare</li> <li data-xf-list-type="ul"><strong>Dominated</strong> - Mind Controlled. What the enemy can make you do is limited.</li> <li data-xf-list-type="ul"><strong>Dying</strong> - Yeah</li> <li data-xf-list-type="ul"><strong>Grabbed</strong> - Light grappling rules.</li> <li data-xf-list-type="ul"><strong>Helpless</strong> - Can be Coup De Graced</li> <li data-xf-list-type="ul"><strong>Immobilised</strong> - Can't walk or crawl. Not petrified so can attack. (Clothes pinned to a wall by an arrow would be immobilised, so is grabbed)</li> <li data-xf-list-type="ul"><strong>Marked</strong> - Used by defenders and used often enough to be obvious.</li> <li data-xf-list-type="ul"><strong>Petrified</strong> - Turned to stone</li> <li data-xf-list-type="ul"><strong>Prone</strong> - Knocked down</li> <li data-xf-list-type="ul"><strong>Removed from Play</strong> - Incredbly rare but obvious.</li> <li data-xf-list-type="ul"><strong>Restrained</strong> - Tied down. Immobilised and restricted movement.</li> <li data-xf-list-type="ul"><strong>Slowed</strong> - Limping or slightly stuck. Speed cut to 2.</li> <li data-xf-list-type="ul"><strong>Stunned</strong> - Out of it for the round.</li> <li data-xf-list-type="ul"><strong>Surprised</strong> - Surprise round.</li> <li data-xf-list-type="ul"><strong>Unconscious</strong> - Obvious.</li> <li data-xf-list-type="ul"><strong>Weakened</strong> - Half damage.</li> </ul><p>The two not mentioned and that I would are Bloodied (half hp gone) and grants combat advantage (out of position somehow (e.g. flanked, dazed, or prone in melee)) - -2 to defences and doesn't stack. People will get both in their first session.</p><p></p><p></p><p></p><p>Charge is a Melee Basic Attack at +1 to hit after you move your speed as part of your standard action. Bull Rush is a strength based attack that if it hits pushes the foe one square (and that almost no one ever uses because most people with high strength have attacks that both push and do damage).</p><p> </p><p></p><p></p><p>In 4e the character sheets contain a lot more information - they run over several pages if using one of the computer generated tools. Pretty much everything you need for your character except the exact details of the rituals and the status conditions you hadn out will be on there (and rituals don't get used that much). And details includes your mundane equipment if you want it.</p><p> </p><p></p><p></p><p>4e it's easier because you lack the fiddly subsystems. And because you don't need to look up magic in combat - the combat spells are on the character sheet and the big rituals take a minute or more to cast so aren't used in combat.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5547463, member: 87792"] Max HP at first, rolled at 2nd I think. 3e and 4e both have an emphasis on play balance that was missing from AD&D. Which means both have an expected amount of equipment a character has a given level (in GP). Rather than having anything. 4e it's easier to remove because the primary bonusses are more logical and consistent so you can just attacht hem to the character and not worry about being stingy. Thieves are back in 4e. Again, back in 4e :) All are - but 4e is exception based. There are a limited number of conditions to inflict (18 on the back of my DM screen) and I could tell you off the top of my head what fifteen did. (The exceptions being Blinded and Deafened, (where I'd have to look up the perception penalty - the rest is obvious for both), and Petrified). And some of those are normally sub-categories - for instance PCs are normally unconscious because they are dying (i.e. on negative hit points) and normally helpless because they are unconscious. Petrified also makes the target unconscious. For the record, the conditions are: [LIST] [*][B]Blinded [/B]- Can't see [*][B]Dazed[/B] - Half out of it; one action per turn (attack or move) [*][B]Deafened[/B] - Can't hear. Minimal effect so rare [*][B]Dominated[/B] - Mind Controlled. What the enemy can make you do is limited. [*][B]Dying[/B] - Yeah [*][B]Grabbed[/B] - Light grappling rules. [*][B]Helpless[/B] - Can be Coup De Graced [*][B]Immobilised[/B] - Can't walk or crawl. Not petrified so can attack. (Clothes pinned to a wall by an arrow would be immobilised, so is grabbed) [*][B]Marked[/B] - Used by defenders and used often enough to be obvious. [*][B]Petrified[/B] - Turned to stone [*][B]Prone[/B] - Knocked down [*][B]Removed from Play[/B] - Incredbly rare but obvious. [*][B]Restrained[/B] - Tied down. Immobilised and restricted movement. [*][B]Slowed[/B] - Limping or slightly stuck. Speed cut to 2. [*][B]Stunned[/B] - Out of it for the round. [*][B]Surprised[/B] - Surprise round. [*][B]Unconscious[/B] - Obvious. [*][B]Weakened[/B] - Half damage. [/LIST] The two not mentioned and that I would are Bloodied (half hp gone) and grants combat advantage (out of position somehow (e.g. flanked, dazed, or prone in melee)) - -2 to defences and doesn't stack. People will get both in their first session. Charge is a Melee Basic Attack at +1 to hit after you move your speed as part of your standard action. Bull Rush is a strength based attack that if it hits pushes the foe one square (and that almost no one ever uses because most people with high strength have attacks that both push and do damage). In 4e the character sheets contain a lot more information - they run over several pages if using one of the computer generated tools. Pretty much everything you need for your character except the exact details of the rituals and the status conditions you hadn out will be on there (and rituals don't get used that much). And details includes your mundane equipment if you want it. 4e it's easier because you lack the fiddly subsystems. And because you don't need to look up magic in combat - the combat spells are on the character sheet and the big rituals take a minute or more to cast so aren't used in combat. [/QUOTE]
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