Re: |[4E] Peeks at the books!



On May 19, 12:34 pm, Nockermensch <ralgo...@xxxxxxxxx> wrote:
On 17 maio, 20:08, Jasin Zujovic <jzujo...@xxxxxxx> wrote:


* The Dragonborn breath type is chosen at character creation. Also,
Dragonborn Females do have boobs, at least in the picture.

/thread. Everybody, go home.

I cast racial mastectomy in my campaign world.

* 2-weapon fighting is a feat, but just gives a damage bonus, not
an extra attack. The ranger can take an at-will that gives him an extra
attack.

So, my character holds a weapon in his offhand and still makes only
one attack per round, only with a bigger damage? My head hurts.


It's abstracted.


* If you take multiclassing paragon path option, you get an at will
ability of your new class at 11, and a new encounter and daily at upper
levels.

This is probably where CharOp will start finding unexpected synergies
and producing the first 4E exploits. And by exploits, I mean, 0-day
exploits, the game-breaking kind that make the company scramble to
mount a service pack in time to placate enraged customers.

Lurch says U U u u u u...

Dude, I'm not even a CharOp grade optimizer, but I'm already thinking
in a gnome wizard, with the rogue multiclass feat (or the quickest
route for getting MAX hide). Drop Control death over the opposition
before they can react!


U U u u u....

* Rituals: range from cheap to learn and cast to expensive. As an
example: Raise Dead costs 650GP to learn uses a 500gp reagent, and
"scales" at levels. At lowever levels, it's "free" except for the
reagent cost." At medium levels it's 5,000gp. And at epic levels it's
50,000. Oh, and the raised person gets a penalty of -1 until you've
passed "3" milestones.

Wait, so it costs *more* to raise an epic tier guy? I'm not sure of
what they're trying to map with this. I know that most epic destinies
have death negating skills, but this looks silly and without purpose.

Yes, I don't like this.


* Oh, and another interesting/weird feature....there is an easy to
cast ritual that clears 1 status ailment (curse, disease, etc) each time
it's cast, but with a catch. You make a heal check, and your result ='s
how much dmg the TARGET sick player takes while being healed. SO, a low
roll can kill outright, or can do dmg. A high roll causes very little dmg.

Nice! But then, this shows that are statuses that aren't negated by a
saving throw. I wonder how many more statuses are like this. (probably
stone)


Hmm. Yeah, what happened to the everything gets a save that ends the
effect?

* Timestop is a spell in 4e. Gives you 2 extra actions, neither of
which can be used for attack.

They've hit the wizards with the nerf-stick so hard in 4E, it's not
even funny. Makes me wonder if wizards are actually *weak* now,
instead just "balanced".

Don't forget archmages get to cast 2 daily powers! WOW! It's SOOO
powerful!


* Star Pacts - One ability throws the person into "A dark and
twisted area of space", for 7d10 dmg (and this could be off, I didn't
write it down) where they float for a bit then fall down
"mad"...considering everyone there enemy. They take Opportunity Attacks
on everyone, and consider everyone an enemy. I honestly got a
psudonatural flavor...not in the "weird tentacle" way, but in the
"things man was not meant to know kind of way."

Good flavor. I imagine the person disappears into corners that weren't
there just a moment ago, or something. I noticed that they're giving
more space to the Far Realm in 4E, and this is a good thing.

I like this too.

* Warforged were in the book too, but stripped down a bit. Less
immunities. And their encounter ability felt to me a bit meh...once per
encounter when blodied you heal con mod + 1/2 level. Still, not a bad
race...but not so zomg overpowered as they once were.

Isn't this a *weaker* version of a power that all dwarf gets? It's not
even it being weak, the sad part it's that they seem to have a
redundant power.

Hmph. I thought warforged were stupidly weak for supposed constructs
to begin with. Now they are just like a human with a healing potion
grafted on... somewhere... Do they look like a human with a board
nailed to their head too?

* There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil,
Unaligned. Among the gods I did not see any evil or CE listed.

This is... Silly.

Sigh. I was o.k. when they said good, neutral and evil, but why tack
on lawful, and chaotic but only for good and evil respectively. This
is beyond silly. This is ridiculously stupid. THIS makes my head
hurt. It had to be design by committee. I can't believe one single
person came up with this. Somebody must have been whining about his
paladin needed to be "lawful" good. Not just good.

- Justisaur
.



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