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	<title>Wednesday Knights Blog &#187; 4th edition</title>
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		<title>4th edition &#8211; Final Review</title>
		<link>http://wednesdayknights.com/archives/355</link>
		<comments>http://wednesdayknights.com/archives/355#comments</comments>
		<pubDate>Tue, 30 Sep 2008 04:23:58 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=355</guid>
		<description><![CDATA[Before completing my review, I do have to admit that I have not spent  anywhere near the amount of time reading the rules to have a full understanding  of them.Â  Some points might be in error.Â  I&#8217;m losing interest in this new gaming  system, something which has never occurred before.Â  It might [...]]]></description>
			<content:encoded><![CDATA[<div>Before completing my review, I do have to admit that I have not spent  anywhere near the amount of time reading the rules to have a full understanding  of them.Â  Some points might be in error.Â  I&#8217;m losing interest in this new gaming  system, something which has never occurred before.Â  It might be the fact it is  so different will require play testing to solidify the rules in my head.Â  It  also might be that the game is so much like table top WOW that it&#8217;s just not as  tasty a game.</div>
<div><span id="more-355"></span></div>
<div>The magic system is just too alien.Â  With the reduction of power in wizard  spells, wizards are just too squishy.Â  Wizards also seem to have a disadvantage  with attacks in general.Â  Classes using missile or melee weapons get a  proficiency bonus with weapons (2 or 3).Â  Spell casters do not get a bonus.</div>
<div>Saving throws are too easy.Â  The save on 10 or better to resist makes spell  casters a lot less powerful.Â  Weakens the magic system even more.</div>
<div>For magic items, again, these are altered too much to fit into the once an  encounter/daily frame work.Â  I do like how weapon critical numbers are tied into  the plus of the weapon.Â  I dislike how all weapons have become burst weapons on  a critical; a flame weapon does extra fire damage with a critical hit while a  dancing weapon does (plain) extra damage.Â  I don&#8217;t like what was done with  potions and scrolls.Â  Rings have been significantly depowered.Â  Weapons seem to  be incredibly powerful compared to other magic items in regard to the fact that  as a combat driven game, the more rolls to hit, the more likely you are to have  criticals.</div>
<div>I took a brief look at the artifact section in the DMG.Â  The Hand and Eye  of Vecna are listed but the sword of Kas is not.Â  This is an integral part of  the artifacts and the history of the 3 items.</div>
<div>I do agree with Bryan that there was a lot of effort put into the new  books.Â  There are a lot of great charts to help players and DM alike.Â  I give  them an &#8216;A&#8217; for effort.Â  As to the over all system, I&#8217;m reserving judgment.Â  The  one thing I am willing to commit to is that this is not real D&amp;D.Â  This is a  completely different game and should be judged on it&#8217;s own without the other 3  versions hanging over it&#8217;s head.</div>
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		<item>
		<title>4th Edition review part 3 &#8211; Character Advancement &amp; Races</title>
		<link>http://wednesdayknights.com/archives/321</link>
		<comments>http://wednesdayknights.com/archives/321#comments</comments>
		<pubDate>Sat, 20 Sep 2008 00:21:08 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=321</guid>
		<description><![CDATA[Character Advancement &#38; Races &#38; quick overview of Class  Balance:
Skills are either trained or untrained.Â  Unlike other D20 games, you do not  gain additional skills as you increase in levels.Â  You begin play with 2 at will  power&#8217;s.Â  This seems very limiting.Â  As campaigns change, so does the focus of  your [...]]]></description>
			<content:encoded><![CDATA[<div>Character Advancement &amp; Races &amp; quick overview of Class  Balance:</div>
<div>Skills are either trained or untrained.Â  Unlike other D20 games, you do not  gain additional skills as you increase in levels.Â  You begin play with 2 at will  power&#8217;s.Â  This seems very limiting.Â  As campaigns change, so does the focus of  your character.Â  The at-will powers you choose at 1st level might not be well  suited for your character as the adventures continue and you are running a 22nd  level character.</div>
<div><span id="more-321"></span></div>
<div>Your racial abilities are set at first level.Â  There were rumors that each  races would gain racial abilities for the first 10 levels.Â  Dragon born have one  racial ability that increases with level &#8211; dragon breath.</div>
<div>I&#8217;m not happy with the omission of gnomes and half-orcs as core races.Â   These have been part of D&amp;D for 30 years.Â  Added as core races are  dragonborn and tiefling.Â  Halfling&#8217;s luck could be a major strategic advantage.Â   As an Encounter power, it could save a character from a critical hit.</div>
<div>The new classes remind me of the Marvel Superhero video.Â  Each super hero  has very comparable powers.Â  Each class is similar but has a different look or  feel.Â  Each class has an area of expertise that it excels in and other areas  that it does not.Â  From my prospective, the wizard seems a bit squishy compared  to the other classes.Â  The lower hit points and armor restrictions make them  somewhat less able to absorb damage.Â  Add to this the lower number of healing  surges, yo have a class that probably won&#8217;t fair as well as most of the  others.</div>
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		<item>
		<title>4th Edition Review Part 2 &#8211; Lanuages</title>
		<link>http://wednesdayknights.com/archives/300</link>
		<comments>http://wednesdayknights.com/archives/300#comments</comments>
		<pubDate>Fri, 19 Sep 2008 01:56:26 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=300</guid>
		<description><![CDATA[
 

1st Edition languages (50+): Beholder, Brownie, Bugbear, Centaur, Couatl (?), Djinni,Dragon (black, blue, brass, bronze, copper, gold, green, red, silver, white), Drow Silent Language (?), Dryad, Dwarf, Elf (common, sea elf), Giant (cloud, fire, frost, hill, stone, storm), Gnoll, Gnome, Goblin, Halfling (Hobbit), Hobgoblin, Ixitxachitl, Ki-rin, Kobold,Lammasu, Lizardman, Giant Lynx, Merman, Mind Flayer, Minotaur, [...]]]></description>
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<p class="MsoNormal">1<sup>st</sup> Edition languages (50+): Beholder, Brownie, Bugbear, Centaur, Couatl (?), Djinni,Dragon (black, blue, brass, bronze, copper, gold, green, red, silver, white), Drow Silent Language (?), Dryad, Dwarf, Elf (common, sea elf), Giant (cloud, fire, frost, hill, stone, storm), Gnoll, Gnome, Goblin, Halfling (Hobbit), Hobgoblin, Ixitxachitl, Ki-rin, Kobold,Lammasu, Lizardman, Giant Lynx, Merman, Mind Flayer, Minotaur, Naga (guardian, spirit, water), Nixie, Nymph, Ogre, Ogre Mage, Orc, Peryton, Pixie, Sahuagin, Styr, Shedu, Sphinx (andro, Crio, Gyno, Hieraco), Sprite, Sylph, Titan, Treant, Triton, Troglodyte.</p>
<p class="MsoNormal"><span id="more-300"></span></p>
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<p class="MsoNormal">Greyhawk languages: (Ancient) Baklunish, Flan, Old Oeridian, Suloise, Amedi, Cold Tongue, Keoish, Lendorian, Nyrondese, Olman, Ordai, Rasol, Touv, Ulagha &amp; Velondi. Semi-restricted languages at character creation time:<span> </span>Rhopan, Druidic, Ferral, Lendorian Elven &amp; Ur-Flan.</p>
<p class="MsoNormal">
<p class="MsoNormal">In a Greyhawk 1<sup>st</sup> edition campaign, you had 19 Greyhawk languages, 50+ languages from the monster manual, 9 alignment languages plus the common tongue.<span> </span>When you add in additional languages from other sources, we can probably get that number up to 100.<span> </span>One of my favorite 1<sup>st</sup> edition classes to play was the bard.<span> </span>Not only were you a jack of all trades â€“ part fighter, part thief, part druid with musical skills both mundane and magical.<span> </span>The bard also got <span> </span>bonus languages.<span> </span>You were generally free to choose obscure languages that would rarely if ever come into play.<span> </span>But in the rare instances that you had an obscure language and it came into play it rocked!</p>
<p class="MsoNormal">
<p class="MsoNormal">Languages were mostly unchanged in 2<sup>nd</sup> edition.<span> </span>In third edition, the languages were greatly reduced.<span> </span>Now in 4<sup>th</sup> edition, the languages have been reduced to 10 choices.<span> </span>By using a few feats, you can have access to all languages.<span> </span></p>
<p class="MsoNormal">
<p class="MsoNormal">When I started playing, it annoyed me that we kept coming into contact with encounters and we couldnâ€™t communicate effectively.<span> </span>As a beginning gamer, how would I know I might need o speak bugbear or hill giant.<span> </span>I was straight off the farm.<span> </span>At higher levels, we got access to spells that could help bridge the language barrier (tongues, comprehend languages) or possibly a magic item (helm of comprehending languages and reading magic).<span> </span>The interesting thing is it forces you to roleplay situations which exist in the real world.<span> </span>Iâ€™m not talking about taking an adventuring group into the jungles of South  America and running into amazon warriors.<span> </span>I run into language issues at the local super market.<span> </span>Donde puedo encuentre los tomates?</p>
<p class="MsoNormal">
<p class="MsoNormal">In a fantasy world, I find it hard to believe that a high elf would have as robust of a vocabulary for describing deep sea environments as would an aquatic elf.<span> </span>Likewise, I would expect a frost giant to have dozens of words to describe various types and extremes of cold.<span> </span>A fire giant might just have a few words to describe cold (chilly, cold, frozen).</p>
<p class="MsoNormal">
<p class="MsoNormal">As a player, we fought Mind Flayers that had a Tome of Understanding written in Mind Flayer.<span> </span>If you didnâ€™t happen to be the bard who already could read mind flayer, you other choices were to be a thief and risk using decipher script, learn a new language or come up with a way to permanently use â€˜comprehend languagesâ€™.<span> </span>This was a creative way to make the players work a bit harder to use the tome (which in 1<sup>st</sup> edition was a very power item to come across).<span> </span>There was also a short sword giant slayer we encountered that spoke 3 giant languages (hill, stone, frost) and the common tongue.<span> </span>This is one of my favorite magic items.<span> </span>My 19<sup>th</sup> level ranger would have a hard time choosing between his longsword +3 vorpal blade (which has had some nice upgrades since he first acquired it) or his short sword +2 giant slayer which speaks more languages than he does.</p>
<p class="MsoNormal">
<p class="MsoNormal">I think the over simplification of the language system is a result of trying to create a pen and paper gaming system that is mechanically too much like World of Warcraft and places more emphasis on combat than roleplaying.<span> </span><span> </span>If this trend continues, 5<sup>th</sup> edition wonâ€™t have languages â€“ just like the 80â€™s video games (Wizardry, Ultima, Bardâ€™s Tale, et al).</p>
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		<item>
		<title>4th Edition Review part 1 &#8211; Deities</title>
		<link>http://wednesdayknights.com/archives/297</link>
		<comments>http://wednesdayknights.com/archives/297#comments</comments>
		<pubDate>Fri, 19 Sep 2008 01:53:41 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=297</guid>
		<description><![CDATA[ 

4th edition has 4 good deities (2 lawful good, 2 good), 7 unaligned, and 8 for evil for a total of 19 deities. In earlier editions, the deities were broken into groups by rank: greater, intermediate, lesser, demi, hero-gods, racial and special cases (e.g. Quetzalcoatl). An argument could be made that there were too [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_296" class="wp-caption alignnone" style="width: 238px"><img class="size-medium wp-image-296" title="deities-and-demigods" src="http://wednesdayknights.com/wp-content/uploads/2008/09/deities-and-demigods-228x300.jpg" alt="Deities and Demigods" width="228" height="300" /><p class="wp-caption-text">Deities and Demigods</p></div>
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<p class="MsoNormal">4th edition has 4 good deities (2 lawful good, 2 good), 7 unaligned, and 8 for evil for a total of 19 deities.<span> </span>In earlier editions, the deities were broken into groups by rank: greater, intermediate, lesser, demi, hero-gods, racial and special cases (e.g. Quetzalcoatl).<span> </span>An argument could be made that there were too many deities to choose from.<span> </span>In first edition, it was essential to get a first edition copy of Deities and Demigods so that you could have access to the info on Cthulhu and Melniboian deities. Not that we ever created characters that used these deities or monsters, but it was a must have.</p>
<p class="MsoNormal"><span id="more-297"></span></p>
<p class="MsoNormal">
<p class="MsoNormal">With the simplification of alignment also comes the simplification of deities.<span> </span>I think 19 deities is too small a list.<span> </span>Corellon is still around.<span> </span>Where are the rest of the Seldarine?<span> </span>There are two elven deities (Loth &amp; Corellon) and two draconic deities (Bahamut and Tiamat).<span> </span>There does seem to be a bit of fondness for dragons and elves in this version of the game.<span> </span>Orcus is still around (foe of the Raven Queen) but is not listed as a deity.<span> </span></p>
<p class="MsoNormal">
<p class="MsoNormal">The one saving grace of the new deity list is the Raven Queen.<span> </span>While the descriptions of each deity is short, this one caught my eye.<span> </span>I am thinking of retrofitting the Raven Queen <span> </span>into 3.5 (fate, reprose, destruction, protection).<span> </span>I have been seeing a number of paladins of the Raven Queen popping up on the internet.<span> </span>The intent was probably for Bahamut to be leading the paladins, but leave it up to the players to derail the gaming world.</p>
<p class="MsoNormal">
<p class="MsoNormal">So for deities, Iâ€™m giving the new edition 3 stars out of 5.</p>
<p class="MsoNormal">As an after thought, just because I am still reading, it seems that a follower of the Raven Queen &#8216;might&#8217; have some issues with epic destinies.Â  If death is the natural end of life than immortality could be deemed a violation of this rule.</p>
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		<item>
		<title>4th Edition: Potions and Scrolls</title>
		<link>http://wednesdayknights.com/archives/224</link>
		<comments>http://wednesdayknights.com/archives/224#comments</comments>
		<pubDate>Sun, 31 Aug 2008 23:07:17 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=224</guid>
		<description><![CDATA[So Chuck asked:
so does this mean scroll have gone away?  What about potions that duplicate spell affects?
The short answer is no. First, with respect to potions, the PH lists four different potions: healing, vitality, recovery, and life. These are the only potions listed, however. Also, (once again hearkening back to Earthdawn), every class receives [...]]]></description>
			<content:encoded><![CDATA[<p>So <a title="4E Review" href="http://wednesdayknights.com/archives/220" target="_blank">Chuck asked</a>:</p>
<blockquote><p>so does this mean scroll have gone away?  What about potions that duplicate spell affects?</p></blockquote>
<p>The short answer is no. First, with respect to potions, the PH lists four different potions: healing, vitality, recovery, and life. These are the only potions listed, however. Also, (once again hearkening back to <a title="Earthdawn" href="http://www.earthdawn.com/" target="_blank">Earthdawn</a>), every class receives a certain number of healing surges every day, that the character can use to heal himself. These potions (for the most part) allow you to spend healing surges and regain a certain number of hit points.</p>
<p>With respect to scrolls, they still exist as well. However, rather than for spells, they exist for what are called rituals. Rituals are essentially 3E spells or feats (comprehend language, Tenser&#8217;s floating disk, brew potion, knock, enchant magic items, etc.) that are converted to a ritual, which is a spell that takes and extended period of tiime to cast. Just flipping through them, 10 minutes, 30 minutes, and an hour seem to be popular casting times.</p>
<p>Anyone can cast a ritual, as long as they have access to it and have spent the time to learn it (by studying it for eight hours). You can cast a ritual from a scroll, however, it still takes one half the time it takes to cast the ritual normally. Thus, these are clearly not useful for most combat situations. The PH also contains 30+ pages detailing various available magic items, including armor, weapons, holy symbols, orbs, rods, staves, wands, rings, etc.</p>
<p>The one thing that I do like about clerics is that can get a magical holy symbol that will allow them to perform their powers more effectively. Wizards can do the same with orbs, rods, or staves.</p>
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		<item>
		<title>D&amp;D 4th Edition: The Rules</title>
		<link>http://wednesdayknights.com/archives/220</link>
		<comments>http://wednesdayknights.com/archives/220#comments</comments>
		<pubDate>Sun, 31 Aug 2008 20:33:01 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=220</guid>
		<description><![CDATA[In reading the 4E PH for the first time, changes with three four components jumped out at me: (1) Skills; (2) Movement; (3) Hit Points; and (4) Powers. The biggest of these changes deals with the powers and hit points.
Skills: As I explained in my review of Star Wars Saga Edition, the skills have been [...]]]></description>
			<content:encoded><![CDATA[<p>In reading the 4E PH for the first time, changes with three four components jumped out at me: (1) Skills; (2) Movement; (3) Hit Points; and (4) Powers. The biggest of these changes deals with the powers and hit points.</p>
<p><strong>Skills:</strong> As I explained in <a title="WK Star Wars Saga" href="http://wednesdayknights.com/archives/140" target="_blank">my review</a> of Star Wars Saga Edition, the skills have been changed significantly. The list of skills has been reduced to 17 different skills. Some of these make perfect sense. For example, you no longer have hide and move silently. You have stealth. This is something that my group moved to long ago. Similarly, you no longer have spot, listen, and search. Instead, you have perception. This is another great improvement. On the other hand, Thievery seems to be a bit all encompassing in that it includes disable trap, open lock, pick pocket, and sleight of hand.</p>
<p>Additionally, you no longer have ranks in skills. You are either trained in a skill or you aren&#8217;t. If you are trained, you receive a +5 on your skill check. Your skill check is d20 + 1/2 your level + your ability score modifier + 5 (if trained). Also, unless you take a feat, you get no more skills than the ones you start with at character generation.</p>
<p>In sum, for the most part, I like the combing of the skills. However, I am not crazy about the +5 or +0. one of the things I liked about the 3E system is the ability to customize your character based upon the skills that you chose as you advance in levels.</p>
<p><strong>Movement:</strong> The change with movement that I do not like is that the system has changed from movement in feet to movement in squares. Sure you can do the conversion of 5 feet per square, but changing it to squares really ties you to a map board. We typically use a map board for combat scenes. However, the new system pretty much requires the use of a map board.</p>
<p>From my perspective, this just seems to be a bit of the dumbing down of the system, so that you need only count squares.</p>
<p><strong>Hit Points:</strong> You will have significantly more hit points in this system that you had before. For example, at first level, a cleric starts with 12 + constitution score, a fighter starts with 15 + constitution score, and a wizard starts with 10 + constitution score. This means that you will actually have the ability to fight things at first level. Similarly, when you advance in levels, you gain a set number of hit points, rather than rolling a hit die. For example, cleric gets 5 hit points per level, a fighter gets 6 hits points per level, and a wizard gets 4 hit points per level.</p>
<p><a title="Hack Slash" href="http://www.hackslash.net" target="_blank">Hack/</a> did a interesting study on the <a title="Evolution of the Fighter" href="http://www.hackslash.net/?p=220" target="_blank">evolution of the fighter</a> in the various editions of D&amp;D. He <a title="Evolution of a Fighter" href="http://www.hackslash.net/?p=212" target="_blank">describes his experiment as follows</a>:</p>
<blockquote><p>The ground rules followed for this comparison were: Human Fighter with the stats that would be expected from using the standard stat generation method for a given edition. Equipment would be long sword, shield, and the best armor that average starting money would allow. After generating the fighters for each edition, they would then be paired up against an unending stream of Goblins (also from that edition), one at a time, to see how effective they were. These combats were run at least 1,000 times each by a Javascript simulator program.</p></blockquote>
<p>Based upon these simulations, in the original D&amp;D, a fighter could kill 2.7 goblins. In 3E he could kill 10.1, In 4E he can kill 23.4. Check out <a title="Evolution of a Fighter" href="http://www.hackslash.net/?p=220" target="_blank">this chart</a> to see all of the results.</p>
<p>I think a larger part of this change is a result of the additional hit points at first level. I am certainly in favor of having a few more hit points at first level. I just question whether these amounts are a little too much.</p>
<p><strong>Powers:</strong> This is where the real change comes in. Every class gains certain powers that can be used. Some powers (at will powers) can be used any number of times. Others, such as encounter powers (used only once per encounter) and daily powers (used once per day) have more limited uses.</p>
<p>Rather than having spells, the magical classes just have powers that act like spells did in prior versions. In addition, all classes have special powers. No longer will a fighter just hit someone with a sword. Instead, he will strike with a Tide of Iron, which allows him to push his opponent back with each hit, or he will cleave, which means that if he hits, he also does damage equal to his strenght modified to an adjacent enemy.</p>
<p>If you have ever played <a title="Earthdawn" href="http://www.earthdawn.com/" target="_blank">Earthdawn</a>, the concept of powers in 4E reminds me a lot of Earthdawn talents. Significantly, anyone can swing a sword, but special heroes have advantages that ordinary people do not.</p>
<p>I am reserving judgment on how this works out until I have an opportunity to actually play the game a little. However, I will say that I am not crazy with what has been done to spellcasters. It seems, at least to me, that wizards aren&#8217;t as powerful or useful as they were in 3E.</p>
<p><strong>Other Thoughts:</strong> Another thing that jumped out at me when I was reading the book was the fact that multiclassing is essentially nonexistent. You can take a feat that allows you to take a power from a different class. However, the multiclassing that was available in 3E is simply not available under these rules. I definately don&#8217;t like this.</p>
<p>Additionally, these rules have essentially done away with prestige classes. Again, this is not something that I like. I think the prestige classes went a long way toward allowing people to customize their characters. I am sure that the argument is that you can now customize your character by using the powers rather than using prestige classes. I think I prefer the prestige class route, however.</p>
<p>I like what has been done to the various races in that all of the demihumans get bonuses to two attributes. Also, the demihumans have a racial power.</p>
<p>Finally, I like the fact that the fortitutde, reflex, and will defenses are based upon the better of two attributes. For example, fortitude is based upon strength or constitution, reflex is based upon dexterity or intelligence, and will is based upon wisdom or charisma.</p>
<p>In sum, based upon reading through the book, it seems like there are some good and bad things about 4E. I am looking forward to playing it once to see how it works out in actual play.</p>
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		<title>D&amp;D 4th Edition: My Initial Thoughts</title>
		<link>http://wednesdayknights.com/archives/216</link>
		<comments>http://wednesdayknights.com/archives/216#comments</comments>
		<pubDate>Sun, 31 Aug 2008 13:50:52 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=216</guid>
		<description><![CDATA[Last year when WOTC announced that they would soon be releasing D&#38;D 4E, I was amazed at the backlash that they endured. From my perspective I figured, &#8220;so what.&#8221; If 4E was good, that would be awesome. If it wasn&#8217;t what I wanted, there were plenty of other games out there to play. Plus, our [...]]]></description>
			<content:encoded><![CDATA[<p>Last year when <a title="WOTC" href="http://www.wizards.com/" target="_blank">WOTC</a> announced that they would soon be releasing <a title="D&amp;D 4E" href="http://www.wizards.com/default.asp?x=products/dndacc/222127600" target="_blank">D&amp;D 4E</a>, I was amazed at the backlash that they endured. From my perspective I figured, &#8220;so what.&#8221; If 4E was good, that would be awesome. If it wasn&#8217;t what I wanted, there were plenty of other games out there to play. Plus, our group had been playing 3.0/3.5 since it came out. Although there are certainly some issues with the rules that I take issue with, for the most part, we have been quite happy playing it. I figured that if 4E sucked, there was enough published 3.5 material to keep us playing well into retirement years. Thus, I sort of responded to the 4E announcement with a shrug of the shoulders and a &#8220;that&#8217;s nice.&#8221;</p>
<p>After reading the PH for the same time, my reaction has not changed. It&#8217;s nice. I don&#8217;t have a great desire to start playing it right now. On the other hand, I wouldn&#8217;t be opposed to trying it on for size.</p>
<p>Before addressing some of the particular rule changes, mechanics, etc., I wanted to make a note on my overall impressions of the book. First, it has very nice production quality. It is well bound and well put together. It has lots of color art. Plus the table of contents and the index appear to be accurate and useful. Also, the title of any particular section appears on the top of the right hand side margin of each page. This makes it very easy to flip through the book to find a particular section.</p>
<p>Second, this game is not 3.0/3.5. Although there are some terms that are the same, and some of the concepts are similar (e.g. move action, standard action), you are better off just forgetting anything you know and start afresh.</p>
<p>Third, the book is put together very consistently. By that, I mean that there was clearly a concerted effort to make sure that feats, powers, skills, etc., all work in the same way. Also, all of the classes and their powers work in the same way. Clerics are the same as fighters, which are the same as wizards, etc. Sure their powers are different, but conceptually, they all work the same way. I think that this is a great attribute for the game.</p>
<p>Fourth, the authors did a great job of explaining things at the beginning of each chapter. For example, on the chapter dealing with the classes and their powers, there are several pages devoted to explaining how to read a power description and explaining what the various terms means. I think that this is a great addition.</p>
<p>Related to this, is the fact that the different powers are color-coded. Characters can have three different types of powers: at will powers, encounter powers, and daily powers. In the book, the theme name is color coded. Thus, making it easy to tell, at a glance, what type of power you are looking at.</p>
<p>On the whole, I think that the game and system are put together nicely and that there was clearly a coherent theme guiding the production of the system. From my perspective these are all good things. That, however, does not mean that the game will be a great game. Instead, it just ensures that the rules will be consistent.</p>
<p>With respect to my overall thoughts on the production of the book and the consistancy, I could not give this book higher marks. In my next post, I will deal with the rules system and see how well it turned out.</p>
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		<title>Javascript Dungeons and Dragons 4th Edition Character Generator</title>
		<link>http://wednesdayknights.com/archives/196</link>
		<comments>http://wednesdayknights.com/archives/196#comments</comments>
		<pubDate>Wed, 30 Jul 2008 19:05:34 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[d20]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/196</guid>
		<description><![CDATA[Javascript Dungeons and Dragons 4th Edition Character Generator
]]></description>
			<content:encoded><![CDATA[<p>Javascript Dungeons and Dragons 4th Edition Character <a href="http://www.pathguy.com/cg4.htm">Generator</a></p>
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		<title>4th Edition &#8211; more changes.</title>
		<link>http://wednesdayknights.com/archives/181</link>
		<comments>http://wednesdayknights.com/archives/181#comments</comments>
		<pubDate>Wed, 21 May 2008 03:00:08 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[d20]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/181</guid>
		<description><![CDATA[http://dnd4.com/phb#17
Well Bryan gets his wish&#8230;.sort of.Â  Each class starts out with more hit points 10 + con up to 15 + con.Â  But it looks like you only gain a set number of hit points per level (4 for a wizard).Â Â  Maybe things willchagne with 4.5 n January &#8216;09.
]]></description>
			<content:encoded><![CDATA[<p>http://dnd4.com/phb#17</p>
<p>Well Bryan gets his wish&#8230;.sort of.Â  Each class starts out with more hit points 10 + con up to 15 + con.Â  But it looks like you only gain a set number of hit points per level (4 for a wizard).Â Â  Maybe things willchagne with 4.5 n January &#8216;09.</p>
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		<title>Some 4th edition stuff I found</title>
		<link>http://wednesdayknights.com/archives/180</link>
		<comments>http://wednesdayknights.com/archives/180#comments</comments>
		<pubDate>Wed, 21 May 2008 02:36:27 +0000</pubDate>
		<dc:creator>JustChuck</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[d20]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/180</guid>
		<description><![CDATA[I found this stuff on 4th edition.
Nearly every class has 4 At-Wills available to chose from at 1st level,  Wizard has 5. Same goes for Encounters. Fighter, Paladin and Rogue have 3  Dailys, everyone else has 4. More become available at higher levels.
Multi-Classing requires a related Stat of 13+. Each class has an [...]]]></description>
			<content:encoded><![CDATA[<p>I found this stuff on 4th edition.</p>
<p><span class="highlight">Nearly every class has 4 At-Wills available to chose from at 1st level,  Wizard has 5. Same goes for Encounters. Fighter, Paladin and Rogue have 3  Dailys, everyone else has 4. More become available at higher levels.</p>
<p>Multi-Classing requires a related Stat of 13+. Each class has an Initiate  Feat associated with it. Get to pick 1 Skill from class, also get 1 specified  power. There are also 3 Power Swap Feats starting at 4th level. Swap any  (Encounter Attack, Utility, Daily) Power you have for one of equal or lower  level from your chosen Multi-Class. The 3 feats are of different levels, one for  each power type (Encounter, Utility, Daily.)</p>
<p>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.</p>
<p>Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a  utility power that lets them re-roll any bluff check (Trigger: when player rolls  bluff, and doesn&#8217;t like the look of the roll.) They also have a nice garrotte  ability that does 7w and can be held for a bit&#8230;fun thing about holding it is  that attacks on the rogue have a possibility of hitting the person you&#8217;re  choking). They get auto-escpape grapple abilities, and lots of things playing  off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex  mod). Very sick.</p>
<p>Minotaurs are a MM race, and get a fun per encounter charge attack, and  +2str and +2 con.</p>
<p>Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per  encounter after they&#8217;ve taken dmg. They can also choose to roll &#8220;hide&#8221; instead  of intialtive at the start of an encounter.</p>
<p>Rituals: range from cheap to learn and cast to expensive. As an example:  Raise Dead costs 650GP to learn uses a 500gp reagent, and &#8220;scales&#8221; at levels. At  lowever levels, it&#8217;s &#8220;free&#8221; except for the reagent cost.&#8221; At medium levels it&#8217;s  5,000gp. And at epic levels it&#8217;s 50,000. Oh, and the raised person gets a  penalty of -1 until you&#8217;ve passed &#8220;3&#8243; milestones.</p>
<p>Oh, and another interesting/weird feature&#8230;.there is an easy to cast  ritual that clears 1 status ailment (curse, disease, etc) each time it&#8217;s cast,  but with a catch. You make a heal check, and your result =&#8217;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.</p>
<p>Timestop is a spell in 4e. Gives you 2 extra actions, neither of which can  be used for attack.Â  (which really sucks!).</p>
<p>Trapfinding is part of thievery.</p>
<p>Tumbling is a Rogue Utility power. Once per encounter, shift half your base  move.</p>
<p>+1 to each of two different stats at about every 4th level, but there are a  few levels (????) where every stat gets a +1 bonus.</p>
<p>There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned.</p>
<p>Magic itms now have levels:</p>
<p class="orangepower">
<p class="dmheadleft"><strong>Flaming Weapon</strong></p>
<p class="dmsubright">Level 5+</p>
<p class="dmfade"><em>You can will this weapon to burst into flame.</em></p>
<p class="dmwhite">Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp<br />
Lvl 10 +2 5,000 gp  Lvl 25 +5 625,000 gp<br />
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000  gp<br />
<strong>Weapon:</strong> Any<br />
<strong>Enhancement:</strong> Attack rolls and damage  rolls<br />
<strong>Critical:</strong> +1d6 fire damage per plus</p>
<p class="dmfade"><strong>Power (At-Will <nobr><img src="http://www.wizards.com/dnd/images/clear.gif" border="0" height="10" width="2" /><img src="http://www.wizards.com/dnd/images/symbol/x.gif" border="0" /><img src="http://www.wizards.com/dnd/images/clear.gif" border="0" height="10" width="2" /></nobr>  Fire):</strong> Free Action. All damage dealt by this weapon is fire damage. Another  free action returns the damage to normal.</p>
<p class="dmwhite"><strong>Power (Daily <nobr><img src="http://www.wizards.com/dnd/images/clear.gif" border="0" height="10" width="2" /><img src="http://www.wizards.com/dnd/images/symbol/x.gif" border="0" /><img src="http://www.wizards.com/dnd/images/clear.gif" border="0" height="10" width="2" /></nobr>  Fire):</strong> Free Action. Use this power when you hit with the weapon. Deal an  extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save  ends).<br />
Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage.<br />
Level  25 or 30: 3d6 fire damage and ongoing 15 fire damage.</p>
<p></span></p>
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