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jeffhartsell said:
I've had years of both practice and adjudicating hardcore rules lawyers and munchkins. :D I try to rule to the spirit of the rules. This one is hard to tell.

I disagree. It's readily obvious the intent is that the power can only be used with a light blade.
 

I was under the impression that 4E characters got a feat at 1st, and every 3 levels thereafter, and then got class bonus feats at every even level (like in Star Wars Saga). Was I wrong in this assumption?
 

raven_dark64 said:
I was under the impression that 4E characters got a feat at 1st, and every 3 levels thereafter, and then got class bonus feats at every even level (like in Star Wars Saga). Was I wrong in this assumption?

I don't think so, but you never know.
 

From the tiers preview, we know that a 14th level character has more than 7 feats.

So 1,3,5,7,9,11,13 isn't enough (it's only 7). That leaves 1,2,4,6,8,10,12,14 as the most likely progression.
 

Lurker37 said:
From the tiers preview, we know that a 14th level character has more than 7 feats.

So 1,3,5,7,9,11,13 isn't enough (it's only 7). That leaves 1,2,4,6,8,10,12,14 as the most likely progression.

I think you're off by one feat there. The tiers excerpt mentioned receiving a feat at 11th level. I think you receive a feat on the first level of each tier and on even levels.

Tiers Excerpt said:
5. Select Feats. You generally don’t have to worry about the level at which you gained a particular feat, since retraining allows you to have the feats you want at any given level. Do watch out for paragon and epic feats, though. For example, a 14th-level character can’t have more than seven paragon feats (those gained at 11th, 12th, and 14th level, as well as up to four retrained feats).
 


invokethehojo said:
At this point it looks like wizards (a to a much lesser extent the Warlord) are the only ones who benefit from intelligence. Hopefully as time passes more classes will use it.

Last edition intelligence got front chair (of the mentals), this edition I think that title now goes to Charisma.

Well, when half the classes released are martial power sourced, I don't think it's upsetting that a physical stat is more widely useful than a mental one (dex vs. int).

As more arcane classes come out, not to mention the psionics power source, int will see its day. As things stand, it looks like warlords and wizards will favor int, clerics will be indifferent between int and dex (leaving it up to a roleplay preference on a per-character basis, rather than a mechanical preference -- smart clerics aren't a bad thing), fighters will probably be somewhat indifferent (I'm assuming that heavy armor will hinder the use of dex based skills, so that dex's skill advantage will be mitigated rather than having sneaky, acrobatic fighters in plate), allowing for thoughtful, cunning warriors and mercenaries. Likewise for paladins.

Heck, even rogues may find some value in doubling up their "reflex stats" -- while I'm sure they'll be grabbing dex for the skills, I've never met a thief worth mentioning who couldn't appraise. I also wonder if perhaps dungeoneering might be an int-based skill this time around, given that some uses of things like decipher script and various knowledge skills might have gotten rolled into it.
 

Campbell said:
I think you're off by one feat there. The tiers excerpt mentioned receiving a feat at 11th level. I think you receive a feat on the first level of each tier and on even levels.


Yeah, I think you gain feats at levels:

1, 2, 4, 6, 10, 11, 12, 14, 16, 18, 20, 21, 22, 24, 26, 28, 30



I think you gain bonuses at:

4th (+1 to two different scores), 8th (+1 to two different scores), 11th (+1 to all scores) 14th (+1 to two different scores), 18th (+1 to two different scores), 21st (+1 to all scores), 24th (+1 to two different scores), 28th (+1 to two different scores).
 

tuffnoogies said:
Yes, but it would make adventuring rather boring if the characters weren't risking death.

Or did you mean ban raise dead?

I am going to be running Keep on the Shadowfell in the homebrew world of a DM whose world does not have Raise Dead. In order to keep all pre-gens alive for the duration of the adventure, I am going to announce that I am banning death. Any PC who would ordinarily have died will instead be horribly injured and have to be taken back to town for a special healing ritual. Afterwards they will recieve a permanent impairment (like losing an eye or having a limp) and possibly suffer a -1 for three milestones.
 

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