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Ok i may be far out of the loop but i paged through some stuff tonight about the classes and magics and stuff. They are saying they based alot of it off of the star wars rpg, Which i personaly think is incomplete but very customizable. But I happened to like the v3.5 rules of D&D. anyway the mages are suposed to run completely different than the ones for sorcerer. like the sorserer uses magic more rashly and is in much less control of it. but they are also bringing in half demons half angels and half dragons as full player races from level 1. so i really dont know how its going to go. anyoe with more info should write back. im also goin to dig sommore and post what i find!
se yalls laterz!!!
I dont think they are adding half angels,demons, or dragons. They are adding Planartouched (tieflings and such) and as for half dragons, I havent heard that yet but I would figure it would be a Half-anything but more like the planartouched with dragon heritage.
Mages wont be more "wreckless" nescesarily, just that the old memorization system is done with. The actual wizard is dead, now wizards are sorcerors but with the traditional name. Magic wont be broken into 9 levels but different levels for every class level. It should make for a more smooth power curve and mages being more consisent as a whole throughout their career
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thanks for the info on the teiflings and the planar touched i also thing that they are making dragon born a playable character race at 1st level! they also made halflings taller about 4foot somthing instead of the rediculous 3 foot. i mean really what can a 3 foot thing do? also heard all classes are going to have some sort of healing ability so clerics wont be just healer buffer!!!!
There is a lot of talking about "roles": character roles in the party, monster roles in the adventure, etc. It is still unconfirmed if the roles are just a conceptual view or will form a solid part of the system. However, it has been said that a fighter will never be penalised for being a "tank", as a mage will not be penalized for overusing the magic missle.
There are four character roles: Defender (fighters, paladins), Leader (clerics, warlords), Controller (wizards),Striker (rogues, rangers).
Matthew Sernett gave four examples of monster roles. They are Brute - frontline fighter, Skirmisher - the one who runs in and out of combat, Lurker - probably attacking from hidden places and Archer - artillery striking from behind the others. Rich Baker also works on something called "mission statements" for monsters. The design aim is to give the DM the guidelines for using monsters, designating their targets, defining the tactics, etc--and to fit it all into a stat block.
There will be 30 character levels, as in Arcana Evolved instead of 20 as in D&D 3.5. It will take the same time to reach 30th level as it does now to reach 20th. Every level will grant new abilities.
Levels 1-10 are considered "heroic", when the adventures are bound to battle orcs and giants in local encounters. Levels 11-20 are "paragon" with classic fantasy threats like dragons and saving a whole kingdom. Levels 21-30 are "epic", when it's all about saving the world or a plane of existence. Leveling up will be geared towards every second or third game session.
Ability modifiers will be equal to (ability score/2)-2 instead of (ability score/2)-5. This means either negative scores or no ability penalties.
The game mechanics will be redesigned to be more scalable and work on all levels in the same way. This will also mean abandoning some very traditional rules like fireball doing 1d6/level damage.
The highest level monster in the Monster Manual will be neither Tarrasque nor the Elder Red Dragon.
There will be fewer character classes than in D&D 3.5 i think 11 but more than 3. It was not disclosed what the exact changes will be. Character powers will be explicitly classified into at will, per encounter and per day. Fighters will rely on their weapon choice much more than other classes, and will have different abilities and tactics depending on their weapon of choice starting from the first level.
Wizards will have different spellcasting rules than the traditional ("Vancian") model. They will be able to cast spells of up to 30-th level, where a power level actually corresponds to the level a caster obtains the ability. Magic will rely on so called power sources, two of them being divine and arcane. However, not all 30 of the spell levels will be populated. Some of the spells will be gone, Wish for sure. There will be no rules for disrupting spellcasting.
Magic items will not require special feats nor XP to create. Wizards will be able to use a maneuver called "wizard strike". It will be possible to score a critical with an attack spell (and sometimes even more than one critical).
Wizards will be able to specialise in a tradition (which is not just a selection of spells, but something more). Four archetypal items accompanying a wizard will be used to cast different spells: the orb is associated with terrain control, manipulation and divination; the staff is used for forcefully projected powers as well as flight and telekinisis; the tome is for teleportation, summoning, shapechanging; and the wand for long-range effects and protection. Every spell will be an orb, staff, tome or wand spell. It will be possible to cast without the items at hand, suffering from penalties. Some time after posting, the D&D Insider article that had explained this was edited with the tome striked out, which leaves three types of spells.
Paladins will not have to be Lawful Good. Psionics although not included in core rule books will be covered by supplements. Prestige classes will either remain part of the system or there will be another equivalent for them.
There will certainly be warlord, wizard and sorcerer classes in core rules, as well as the warlock. A swordmage will be a type of fighter that uses magic to fight better, but it might not be ready yet by the time of publishing the core rulebooks. Warlock class design and development is already done, and it is more of a striker than a controller.
Multiclassing will be redesigned so that gish characters will be effective and viable on all levels, but outperformed by both straight warriors in melee battle power and straight mages in magic. XP will model character's level and experience, but do it more smoothly, no exponential curve. They will cease to be a expendable resource, will not be required for casting and will not be drained by monsters.
Humans will be made more "flavourful". Racial traits will be available and start working from the first level. Racial feats can be taken later when a character progresses in levels to enhance them. Racial substitution levels will be removed from the system in favour of such feat-powered progression. Racial traits will enhance the suggested classes without enforcing any choices: for example, halflings are more lucky and dwarves are more enduring - the first trait is best for rogues and the second for fighters, but they are not completely useless elsewhere.
One classic race, gnomes, will disappear from the core books, but they will appear in Monster Manual. Tieflings will be present in Player's Handbook, looking more demonic than before. Changeling from Eberroncampaign setting may be included as well.
Elves are confirmed as a playable race, though their roleplaying description changed greatly. They are now impulsive race, which roams the woods in small tribes. They are said to have fey heritage and are relatives to eladrin. They still hate the drow, though. In Faerun, ar-tel-quessir (moon elves), sun elves and gold elves will retain their names, but be treated as eladrin in terms of game mechanics.
HP stay. Ancient dragons are told to have over 1000 hp. Also save or die spells will be replaced with spells that take away hit points, and then certain rules will tie hp loss with conditions like "bloodied" (at half hp). Massive damage will make the character suffer from penalties for the rest of the day, but will not kill.
Encounters mechanics will be completely redesigned to make it much more intuitive than the existing EL/CR system. A typical monster will last 3 to 5 rounds and have an appropriately small number of special signature abilities. The number of monsters will be assumed to be the same as the number of PC party members, no more one big opponent with occasional sidekicks. However, this number will represent not the actual number of monsters but their roles, and any role can be played by either a real monster or by a trap or by something else. Thus, traps will not cap at CR 10, there will be ready to use traps up to CR 30 as well.
Monsters will have a big choice of abilities, and the generic set of level-appropriate attack bonuses and defenses will make it possible to actually generate new monsters on the fly. Feral troll will have an ability to regenerate 20 hit points with a swift action instead of bluntly getting back 5 hp per round.
The list of things that will be provoking attacks of opportunity will be much shorter and free of exceptions, and they will mean more to fighters than to other classes. Monsters' reach will be stated for every attack (for example, it will be possible to have reach 15 ft for hands and 5 ft for bite). Some other combat rules changes will also speed up the play. Initiative rules seem to stay the same, and there will be an action called "immediate counterattack. Full attack action will be removed.
Life or death saving throws will be gone for good. AC variations (flat-footed, touch) are gone as well. They will be combined in a system of four standard defences: AC, Reflex, Fortitude, Will. That also means that the spellcasters will have to make attack rolls (for example, versus Reflex for fireball). They also can make critical hits with that.
Crits are on a roll of 20 and confirmation rolls are no longer needed. Damage from crits is max weapon damage, no more double damage or multiplied damage. Magic weapons give extra damage for crits for example a +1 frost sword does a extra 1d6 on a crit though nobody knows if the extra 1d6 comes from the frost or the +1.
Greyhawk will not be default campaign setting in core books anymore. Instead of Greyhawk authors will use some generic fantasy world (perhaps even unnamed) which will include some Greyhawk icons along with real-world mythology. This setting will utilize the concept named Points of Light by the authors - the world where small isles of relatively civilized regions (the size of a city at most) are surrounded by great and untamed darkness full of monsters, wonders and uncertainty. Updated Forgotten Realms campaign setting will be released in 2008, followed by Eberron in 2009. Neither the Realms nor Eberron will be reworked to fit into the Points of Light concept.
The Planes of Existence will also be redesigned because individual Elemental Planes were not extensively used for adventuring anyway. Each world will have its own set of astral dominions, but some can be shared. The Nine Hells will be a deific abode with Asmodeus as the resident deity. He and the other devils will be once-rebelled angels. The Abyss will be a "wound in the landscape of the Elemental Tempest", with demons being twisted elemental creatures. The Feywild will be an "echo" of the mortal world, and the home to faerie. The Shadowfell will be the land of the dead. The Elemental Chaos will replace all Inner Planes. The Astral Sea will host all dominions of the gods, from Mount Celestia to Nine Hells. Forgotten Realms will have their pantheon reduced (some deities will be degraded to demigod level).
Devils and demons will become more distinctive, with devils being horned, tailed and winged humanoids who fight with weapons. There will be no erinyes. Ice devils (gelugons) will be more related to yugoloths. The game statistics for spinagon (spined devil) are already revealed.
The skills system has been reported to be significantly different from Star Wars Saga Edition: in the playtesting reports, Knowledge skills have seraparate names: Streetwise, History, Religion, etc. Alignment system will change, letting some of the monsters (and characters?) to remain "unaligned".
Bahamut, the platinum dragon, will be a part of the pantheon as the god of justice, protection and honor. Pelor, Moradin and Kord are also mentioned as gods.
so thats about everything i found!!! lots is brought over from wiki pedia!
The Player’s Handbook® features a new cover design, a fresh new page layout, new character options, new magic items, and new rules that facilitate faster and more exciting gameplay from level 1 to level 30. (Hardcover, 288 pages)
Available May 2008
Classic D&D® monsters and fearsome new foes populate the pages of theMonster Manual®. The book presents monsters of all levels, along with full-color monster illustrations and easy-to-use monster statistics. (Hardcover, 288 pages)
Available June 2008
Weave thrilling tales of heroism, filled with magic and monsters, with the new Dungeon Master’s Guide®. This book helps Dungeon Masters run great games, create exciting adventures, and build their own D&D campaigns. (Hardcover, 224 pages)
Available July 2008
alrigh im out let me know what ya think of the new stuff huh?
Damn, I thought they might have included all of the classes from the 'Complete:' books in the new 4th ed. Would have been nice to have more choice, not less.
Ah well, the rest of it sounds good anyway. It might even get some of the 'I hate d20' guys back into the game.
bah it feels to stream lined. Yes heres a great idea take out everything that made DnD different from other games and replace it with wishy washy crap. The removal of the save vs death pisses me off. That was one of those things that forced you to really consider and fear a wizard /litch/ dude with a nasty vorpal sword. It makes the big dumb barbarian think twice about pissing of the powers that me because they can be killed instantly. If spells just do hit point damage and can't kill out right don't have the same fear, because there are those that can survive that ( massive damage)
Also if they removed the multipliers for damage my greathammer better have a regular damage of like 2d10 cause other wise whats the point? But then you run into the trouble of oh crap large weapons deal insane damage even without a crit. Or oh look my great ax does 1d12.... I crited whoo 12 damage! Then you got the putz with a long sword who crits ands like whooo 8 damage! You better carry a whet stone with you and ask those dragons for a time out cause I don't think your going to kill them with that. Its almost like you are forced to rely on the caster to dish out the damage. But what about no magic worlds (do to it being illegal or something). Take the caster out of the equation then place the party in front of the same encounter with mundane weapons and see how long it takes.
Being able to crit with a fireball strikes me as weird. I mean how do you specifically hit something vital with a blast... I mean I guess you could eventually burn threw the flesh to hit an organ... but they are probably dead by then. Having to roll against Reflex and what not is basically the exact same thing as before... so why change it?
Sorry for the ranting and what not but they have more or less taken all the reasons why I like DnD, crumpled them up, abused them, chained them to a rocket then launched it into the sun. Who knows maybe I am being worked up over nothing though? I'll make a better decision after the book has come out... Then throw it into the sun and stay with 3.5 if I am disappointed. Or just play more WoD... that works too.
Rheagar fought nobly
Rheagar fought valiantly
Rheagar fought honorably
And Rheagar died.
Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil)
Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+1
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend’s next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
Tactical Teleport (standard; recharge 4 5 6) • Teleportation
- 8 legion devil legionnaires (level 21), or
- 2 war devils (level 22), or
- 1 war devil (level 22) and 4 legion devil legionnaires (level 21)
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.
A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.
A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.
Pit Fiend Lore
A character knows the following information with a successful Religion check:
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master’s domain.
DC 30: Once every 99 years, a pit fiend can grant a mortal’s wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
A few things to notice about this released information. The speed is labeled as 12, representing 12 squares (about 50 ft in 3.5 terms.) The Aura 5 probably represents 5 squares as well. The knowledge check dc and information is clearly labeled for easy dming. The ranges for many of it’s abilities is also specified in the squares amount, eg range 10. It’s spot and listen checks are represented in it’s perception bonus as +23. The number of action points is labeled as 1, representing that it can use any one of it’s powers once per round.
actually i could have DArn what a great idea!!!! look below!
Last edited by Grand Inq. Cevronam; February 17th, 2008 at 06:59. Reason: save space
actually i ripped it off of a few places and lots of people dont go to links. i was also under the impression that i wasn't supposed to use links. but yeah everything i have put up is cut and pasted. im not going to type that much!!! but none of it is copyrighted and it is all press release stuff so i dont think there is a problem. so what do you think of the info!!!!!! thats what i really want to know!!!
sisters of battle Rock the house, "cuz a pissed off girlie wit' a gun is a dangerous thing indeed!"