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More 4th ed--

Whines and I had some time to ramble through the 4th ed stuff, and found some neat mechanics.

Healing and Hit Points--you only are allowed a certain number of "healing surges" per day, barring powerful magic. So your body can only really survive being patched back together so many times per day. The whole "you fight, I'll heal you constantly" thing doesn't work.

Aaaand, the amount of damage you heal is based on your CURRENT hit points. so, if you're at half your health, a heal will just about patch you up. If you're down to your last few, a healing spell will patch you up a little bit, but you're still going to be hurting.

What's that mean? The top levels of HP might represent scratches, luck, endurance, et cetera, not "Real" damage that's hard to repair. Just like it was always supposed to be :)

Multi-classing--it doesn't seem possible to multiclass in the 3.5ed sense of the word--you can't play a Cleric/Ranger/Thief. However, you can use multiclass feats to swap in elements from another class, and create what's effectively a hybrid fighter-mage or whatever. Interestingly, one of the feats that's not too difficult to swap in is the ability to learn and cast Ritual Magic, so making a mystical thief should be pretty darn easy :)

Bards--bards are gone. Warmaster is the new bard. It's a bard with big stomping boots and a spiked lute that beats people over the head and inspires the party whilst doing so. Mothers, hide your sons. This is an opinion, anyway--warmaster is the big "buff your friends" class now, but a lot more active and dangerous than the bard was, because most of his inspiration effects require actually being in battle.


( 11 comments — Leave a comment )
Jun. 10th, 2008 03:38 pm (UTC)
I suppose they're trying to drive the game more towards the roleplay and puzzle solving interaction than fight encounter after encounter. I've DMed quite a bit in my day and I have to say a good portion of the time was spent with my players deciding what to do on their turn. How do you keep 4 other players entertained with one of them can't make up his mind on what spell to use?

And nobody wants to play D&D with a chess timer. =(
Jun. 10th, 2008 05:33 pm (UTC)
*nods* It's not unreasonable to play with a chess-timer, though--give people like 10 seconds (or three long seconds), and then, next turn. It does speed things up. Not a nice thing to do to a new player, but people that know the system, or more importantly know what their characters can do, don't have an excuse.

Jun. 10th, 2008 04:11 pm (UTC)
I do like how some character types - mind you I've only played a dragonborn - get something out of being dinged to half their HP. Sort of like a non-cleric well okay, that sucks, but here's a rules way that you can save your own ass.
Jun. 10th, 2008 05:35 pm (UTC)
Yah, there's more padding if you're missing a cleric, that's good.

I really like the fact that if you don't like a class ability (like, say, Familiars, or Turn Undead), you don't have to take it. That's a real plus. Though I haven't seen any rules for familiars yet.
Jun. 10th, 2008 04:46 pm (UTC)
One little thing - I think one or the other of us is misreading the rules.

I'm pretty sure a healing surge always does 1/4 of your maximum HP (rounded down, like everything else in 4.0) - so you can be pretty sure that using a surge (or getting a surge used on you) will always drag your ass out of the fire, but it's fairly hard to heal more than once or twice an encounter. (Most characters can heal-self once per encounter using Second Wind, which also gets used up if someone makes a heal check vs. them) Clerics, Warlords and Paladins can also heal you, but generally those healing powers also are 1-3 times per encounter per healer - and they still spend the recipient's healing surges, but generally confer a bonus. (Except Paladins, who get to spend their own surges to heal others, the selfless bastards.)

So, in the short term, the ability to use the surges limits healing per battle, and then the number of surges in total limits healing per day (particularly important since you can use surges pretty-much for free when you have time to rest for a little while).

Does that seem right to you?
Jun. 10th, 2008 05:34 pm (UTC)
I couldn't say, really. Whines was the one that found that bit about the healing surge, and it might have only been for a specific effect. I still haven't had the time to go cover-to-cover with the rules, but I'd like to!
Jun. 10th, 2008 06:49 pm (UTC)
Yeah, like spots said, I could easily be missing something. I saw that in the general section on healing surges. I remeber the 1/4 of max thing too; maybe that's specifically for Second Wind?

The new rules have a lot of references to references, so I'm still piecing it together....slooooowly. :)
Jun. 11th, 2008 06:07 am (UTC)
So, I'm pretty sure that healing surges always do 1/4 max, since they have you compute it when you generate the character - I know, at least, that was how they were playing it when I did the demo run by a WOTC guy here in Seattle over the weekend.

It's still a pretty radical departure from prior editions, though - but a lot of fun, I've found. =)
Jun. 11th, 2008 01:58 pm (UTC)
You're quite right, we found both the rule and the sentence that confused us last night. It's a change that I'm broadly okay with :)
Jun. 11th, 2008 06:52 pm (UTC)
Were you at the same Demo that the Penny-arcade guys were at?
Jun. 11th, 2008 06:54 pm (UTC)
Yep. Tycho was wandering around, though I didn't see Gabe, nor did I get the chance to say hi. But they're nice guys, and thoroughly awesome.
( 11 comments — Leave a comment )