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Post by Deekin on May 28, 2008 2:46:35 GMT -5
A readthrough shows that it's awesome- Ask me questions! Edit: Holycow has teh powercurve been flattened. Here is the text for Meteor Swarm: Meteor Swarm Wizard Attack 29Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.Daily ✦ Arcane, Fire, Implement Standard Action - Area: burst 5 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 8d6 + Intelligence modifier fire damage. Miss: Half damage.
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Post by Wicksy on May 28, 2008 7:12:36 GMT -5
So, power gaming has been reduced? Has the potential for game breaking characters been removed? If so, it may be worth looking at!
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Post by K Man on May 28, 2008 8:26:33 GMT -5
So easy...so simple...so necessary....!
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Post by Japic on May 28, 2008 9:18:32 GMT -5
...so confusing...
I can't say that the text jumps out at me as easy. But that's largely because I have no idea what the system is truly based on. Bluspecs sys that he picked up some stuff too, so we'll be looking at it in person soon. Maybe then this will make more sense.
Until then... Viva le resistance! 3.5 forever!
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Post by TheUdjat on May 28, 2008 9:41:02 GMT -5
...so confusing... I can't say that the text jumps out at me as easy. But that's largely because I have no idea what the system is truly based on. Bluspecs sys that he picked up some stuff too, so we'll be looking at it in person soon. Maybe then this will make more sense. Until then... Viva le resistance! 3.5 forever! Well, you need to understand the underlying principle of it, but once you've got that, you can look at any power in the book and know what it does. It's brilliant, finally making everything systematic like this. And I'm rather impressed that what amounts to a 29th level 1/day effect is only 8d6+mods damage. Wow. But I guess that's because by then, you have 10-15 other 1/day effects of reasonable power. That's one of my favorite things about 4e. No more of this annoying duration/spell slot BS to figure out. You have three types of powers: 1. At will 2. Per Encounter 3. Per day So simple! Healing is so streamlined, too. You don't even need to have a cleric in the party anymore, since there's a built-in mechanic for basic reparation of damage. Sure, it helps, but it's no longer necessary. It's just all around cleaner, in my opinion. And frankly, the fact that wizards use wands to cast spells, not just carry around wands like shotguns of spellpower, is way cool. By the way, how are you guys already reading the rules? I've only got the quick start stuff, and the rumors leaked online. My preordered rulebooks haven't arrived yet.
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Post by TheUdjat on May 28, 2008 9:43:30 GMT -5
(Also, this should be in the Community Thread. The Out of Game section should be for stuff about KMans games)
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Post by Deekin on May 28, 2008 14:09:10 GMT -5
...so confusing... I can't say that the text jumps out at me as easy. But that's largely because I have no idea what the system is truly based on. Bluspecs sys that he picked up some stuff too, so we'll be looking at it in person soon. Maybe then this will make more sense. Until then... Viva le resistance! 3.5 forever! Well, you need to understand the underlying principle of it, but once you've got that, you can look at any power in the book and know what it does. It's brilliant, finally making everything systematic like this. And I'm rather impressed that what amounts to a 29th level 1/day effect is only 8d6+mods damage. Wow. But I guess that's because by then, you have 10-15 other 1/day effects of reasonable power. That's one of my favorite things about 4e. No more of this annoying duration/spell slot BS to figure out. You have three types of powers: 1. At will 2. Per Encounter 3. Per day So simple! Healing is so streamlined, too. You don't even need to have a cleric in the party anymore, since there's a built-in mechanic for basic reparation of damage. Sure, it helps, but it's no longer necessary. It's just all around cleaner, in my opinion. And frankly, the fact that wizards use wands to cast spells, not just carry around wands like shotguns of spellpower, is way cool. By the way, how are you guys already reading the rules? I've only got the quick start stuff, and the rumors leaked online. My preordered rulebooks haven't arrived yet. Bribed the Clerk at my FLG with rare Magic cards.
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Post by TheUdjat on May 28, 2008 14:47:48 GMT -5
You fiend!
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Post by Deekin on May 28, 2008 16:38:51 GMT -5
Yep. A Foil Damnation and a Foil Breeding Pit. $55 worth of cards, and then I had to pay for the books. Edit For Clarification: That's not how much I payed for the cards, that's how much some people will pay for them. I won them in a 15 dollar draft.
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Post by Deekin on May 29, 2008 17:23:11 GMT -5
Kobold Rouge 1 Hit Points at 1st Level: 24 Healing Surges per Day: 7
Defenses: AC 18, Fort 12, Ref 16, Will 13
Trained Skills :Bluff(+8) Dungeoneering (+5), Perception (+5) Stealth (+11), Streetwise(+8), Thievery (+11),
Feats: Backstabber- Increase Sneak attack dice to d8s
Str 14(+2), Dex 18(+4), Con 12(+1), Int 10(+0), Wis 10(+0), Cha 16 (+3);
Racial Traits Languages: Common, Draconic Skill Bonuses: +2 Stealth, +2 Thievery Trap Sense: You gain a +2 bonus to defenses against traps. Shifty: You can use shifty as an at-will power.
Rogue Class Features
Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword Bonus to Defense: +2 Reflex
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 Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
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 weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1-10th +2d6
Attacks: Shortsword +3 1d6 Light blade Dagger +3 1d4 5/10 Light blade Hand crossbow +2 1d6 10/20 Crossbow Load free
At Will powers:
Sly Flourish Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. 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 Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma 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.
Shifty Kobold Racial Power You skitter and scamper through the ranks of your enemies, much to their chagrin. At-Will Minor Action Personal Effect: You shift 1 square.
Per Encounter power: 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.
Daily Power
Easy Target Rogue Attack 1 You deal a staggering blow to your enemy, setting it up for future attacks. Daily ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Gear: Leather Armor, Shortsword, x4 Daggers, Hand Crossbow,
Backpack (empty) 2 gp 2 lb, Bedroll 1 sp 5 lb., Flint and steel 1 gp, Pouch, belt (empty) 1 gp 1/2 lb, Rations, trail (10 days) 5 gp 10 lb, Rope, hempen (50 ft.) 1 gp 10 lb,Sunrods (2) 4 gp 2 lb, Waterskin 1 gp 4 lb, Crossbow bolts (20) 1 gp 2 lb, Thieves’ tools 20 gp 1 lb.
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