KittenMaster said:Any kind of idea on a background for Thalm Kuuz? I am not exactly sure what I want his origins to be, but I think I will hitch along another character or race, since there are only 10% of halflings.
JayDubya said:Also, remember when doing your encumbrance stuff - first set of clothes (scholar's outfit?) weigh nothing; all containers (backpacks, waterskins, rations) weigh 1/4 as much as normal.
LiveWire said:Wait, what? If that's the case then I have a few more lbs. free to carry that buckler.
JayDubya said:Yeah, the first set of clothes weigh nothing - that other stuff about reduced weight was for Mr. Halfling.
LiveWire said:Ah, ok. Well, that at least frees up 5 lbs. Buckler ahoy!
JayDubya said:Man, the more I hear about 4th Ed, the more I am wowed by just how different it's going to be.
Classes:
All core classes are considered to be one of four subtypes or roles.
Returning classes: Fighter, Paladin (Defenders); Rogue, Ranger (Strikers); Cleric (Leader); Wizard (Controller)
New core classes: Warlock (Controller, promoted from Complete Arcane) and Warlord (Brand new class, Leader - probably going to resemble the Marshal).
LiveWire said:Sounds like they're taking the City of Heroes/MMO approach to classes. Why don't the just call the Wizard DPS? :lol
And since when are Clerics leaders? They should STFU and cast their Cure Mods and GTFO of the way of the real men.
And I always wondered if they were going to pull Half-Orc because of that reason.
rSpooky said:I picked up the preview book. I HATE the fact half orcs are nwo gone, gnomes are now gone BARDS ..WTF ..I love playing bards you assholes...
thiefling ..meeeeh cool, but not at the expense of the gnome.
Oh and another thing.. they tried sohard in 3rd ed to make any race able to play any class.. and now they are steppign away from it but making certain classes better for certain races . it is allready hard to get away from the stereotypes.. this isn;t helping.
dwarf fights, elf hunts, halfling rogues, gnome tickers, human does what ever the fuk he wants etc.. sigh
agreedLiveWire said:Ugh, that 4E stuff looks like crap! Maybe I'm just a masochist but I thought AD&D 2E was best.
I'll admit that 3.5E was very fine-tuned and a nice compromise between simplification and complexity. But 4E just looks like it's too simplified.
rSpooky said:and do not even get me started on THAC0 ... what is so hard about it ??
SIgh LOL
JayDubya said:Edit: Wouldn't a THAC0 of 7 be utterly pathetic?
rSpooky said:I hope your bro still has that PHB ( and all that came with it ) (edit: ages 10 and up hehehe)
LiveWire said:Magic Missile at will? WTF? Enemies better have a shitload more hit points.
JayDubya said:Yup. That, and now you actually have to aim the magic missile.
So with a +5 vs. Reflex (from the 20 Int, maybe?) and the Kobold has a 14 Reflex, the Wizard has to roll a 9 to hit.
OH, one more thing - saves are now static numbers the attacker has to beat. Just like Star Wars Saga Edition.
The only major difference here is that in Saga Edition, your AC WAS your Reflex Defense.
I'm thinking that AC is going to be closely related to Reflex, but I can't reverse engineer the math used to come up with all these numbers.
LiveWire said:Hmm, well that's a bit better then, I guess. Still would like to get a look at the full ruleset and test it out. Just a few months away...
rSpooky said:BAH!!.. in my campaigns everyone can do cool stuff ( houserules and godpower )
Elf
Quick, wary archers who freely roam the forests and wilds.
Racial Traits
Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Accuracy
Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.
Play an elf if you want
* to be quick, quiet, and wild;
* to lead your companions through the deep woods and pepper your enemies with arrows;
* to play a ranger, a rogue, or a cleric.
Physical Qualities
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.
Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.
Playing an Elf
Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.
Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.
Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.
Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.
Sample feat:
Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
Rogue
"You look surprised to see me. If youd been paying attention, you might still be alive."
CLASS TRAITS
Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Training: Leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)
Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
As a rogue, you might face others preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed kings shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who cant get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?
ROGUE OVERVIEW
Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.
Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.
Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.
Creating a Rogue
The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogues most important ability scores.
Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close secondit increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.
Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target
Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike
Rogue Class Features
All rogues share these class features.
First Strike
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.
Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.
The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.
Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases.
Level Sneak Attack Damage
1st10th +2d6
11th20th +3d6
21st30th +5d6
Rogue Powers
Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.
Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter [ ] Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Tumble
Rogue Utility 2
You tumble out of harms way, dodging the opportunistic attacks of your enemies.
Encounter [ ] Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily [ ] Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
I am with you on this..That is why I keep saying it looks like they are trying to make a pennpaper version of WoW( or any mmo really)LiveWire said:See, all this focus on combat is a little worrying. While it's nice to see Wizards become a little more useful than one-trick ponies at level 1 (though I still don't know why D&D never implemented a Magic Point (MP) system as that is the easiest way IMHO to handle wizard spell power), a huge part of D&D is everything BUT combat. A clever rogue and/or smart bard could get to the bottom of mysteries easily with some good roleplaying and use of knowledge skills.
They make it sound like every rogue is just an assassin, which is not what the class is supposed to be.
rSpooky said:EDIT : Nice backgrounds both of you ... you guys are as *nuts* as me it seems.
rSpooky said:edit2: off course I know some secrets that make the way your BGstories fit in even juicier
edit3: JayD...I tried youyr username for skype..but you are not alone out there .lol which one is you?
Didn't you get the memo? this is D&D 4th: my little pony edition! all your characters are awesome all the time, and can't lose, suffer or die! oh and the less stats, rolls and realism the better; that stuff is too complicated and hard for the new target audience!LiveWire said:Magic Missile at will? WTF? Enemies better have a shitload more hit points.
Dkinght in some ways I share your opinion..but untill I see it all and actually played it I cannot give a full opinion on it. I can say though that I have the strong feeling alot of house rules reverting to "the old ways" will be implemented. OR that I will only take some ideas out of 4th and use them in my adventures ( I wander what edition gygax played)DKnight said:Didn't you get the memo? this is D&D 4th: my little pony edition! all your characters are awesome all the time, and can't lose, suffer or die! oh and the less stats, rolls and realism the better; that stuff is too complicated and hard for the new target audience!
Go to hell WotC!
JayDubya said:I'm sure there's a lot of things to rag on 4th edition for, but that complaint doesn't really sound right to me.
DKnight said:Well, yeah, you could fully twist the rules to your liking (that's horrible DMing IMO I may add) but why bother?
I mean, just a quick glance at that 4th ed sheet you posted:
1)Tiefling Wizard : what. the. fuck?? why not half dragon/half cat ninja ranger?
2)Unaligned: hahahaha. endorsing weak roleplaying I see, little goth lolis can't grasp that moral shit I guess.
3)Healing surge: oh poor wizards, was about time they could heal themselves. Should have rocketlaunchers and jedi powers too, they are too weak by themselves!
4)Infinite spells: :lol
Seems a perfect fit for our little 12 y/o brother's game.
rSpooky, I would agree on theOh boy how would I love to be wrong, but everything points on the opposite direction... I'll guess I'll give it a playtest, it's coming next month isn't it?
Well, I'm complaining about the game drifting into weirdo absurd furry land... would you let your players play as a valkyrie teapot with a jetpack? even if some monster races are humanoid, they aren't meant to be played. Players will usually do it just to gain unfair advantages and your party and ultimately your world would be inconsistent, chaotic, unbalanced, weird and funny looking. Do you want your players to run the fellowship of the ring or the xmen? seems like a no brainer to me.JayDubya said:That level of response is strange.
People played as Aasimars. People played as Tieflings. 3.5 Tieflings made good Wizards and Rogues. They brought them in line with the other races in terms of power level and they no longer have a level adjustment, I'm sure Aasimar will be getting similar treatment within the MM. I'm really not sure what you're complaining about, exactly.
If it's that they've become "Core" as opposed to only in the Monster Manual or Campaign Setting books, that's really not a big problem as I see it. I like playing with Monster Manual races. If other people don't, that's their prerogative. Ultimately, it's more a matter of what the DM wants and doesn't want in his or her game.
Incidentally, in 3.5 Half-Dragon is a template, but most people don't use it for PCs, much like with vampires and liches. If it were used, it would come with a hearty +3 LA.
A CLW wand is (should be) a hard object to get by, for a lvl 1 like that I'd say impossible. I'm not completely sure what is that either, but it looks like autohealing at will.JayDubya said:Not sure what this is about, but any party with a wand of CLW would be at full hp every night anyway.
Magic is not a joke. Not everyone can use magic well, it takes super careful planning and preparation (in reward, it should be very powerful). This is not for "helping the pace", this is for those whinny brats who want to play a mage but are too lazy/dumb and cry and moan when they have to sit out a combat because they suck at planning and strategy. Well, not everybody can handle magic, get over it! But instead, 4th ed dumbs it down yet another thing for that poor little girl... great.JayDubya said:Yes, infinite weak abilities at will, limited use strong abilities. Keeps the game going at a steady pace.
Quality of the rules and setting are directly proportional to the quality of the game you run, that is obvious. If the game has everything dumbed down and already figured out, expect your players to put much much less effort if any at all.JayDubya said:I dunno, a game setting itself is not going to make anyone play like an obnoxious 12 year old.
Uh, thanks. I thought it was April.JayDubya said:June.
DKnight said:Well, I'm complaining about the game drifting into weirdo absurd furry land... would you let your players play as a valkyrie teapot with a jetpack?
even if some monster races are humanoid, they aren't meant to be played
Players will usually do it just to gain unfair advantages and your party and ultimately your world would be inconsistent, chaotic, unbalanced, weird and funny looking. Do you want your players to run the fellowship of the ring or the xmen? seems like a no brainer to me.
A CLW wand is (should be) a hard object to get by, for a lvl 1 like that I'd say impossible. I'm not completely sure what is that either, but it looks like autohealing at will.
Magic is not a joke. Not everyone can use magic well, it takes super careful planning and preparation (in reward, it should be very powerful). This is not for "helping the pace", this is for those whinny brats who want to play a mage but are too lazy/dumb and cry and moan when they have to sit out a combat because they suck at planning and strategy. Well, not everybody can handle magic, get over it! But instead, 4th ed dumbs it down yet another thing for that poor little girl... great.
Quality of the rules and setting are directly proportional to the quality of the game you run, that is obvious. If the game has everything dumbed down and already figured out, expect your players to put much much less effort if any at all.
Uh, thanks. I thought it was April.