4E Combat, DCs & Saves

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Some possible 4E changes

COMBAT:
- 1 attack per round
- with feats, option for 2 attacks with all suffering -5 to hit
- with further feats, options for 3 attacks with all suffering -10 to hit
- with TWF, option for 1 additional offhand attack with all suffering -5 to hit
- no 5' step

DCs & SAVES
- attacker/spellcaster/offender makes the d20 roll; the defender/target/receiving guy has a static DC for saves, AC, etc
>ex: wizard casts a fireball at fighter and rogue. Wizard rolls a d20, and get a total of 21 for the Fireball's save DC. Fireball is applied against reflex defense. Neither Fighter nor Rogue roll a reflex save; Fighter has a 13 reflex defense and fails, and Rogue has a 22 reflex defense and passes. Fighter takes full damage; Rogue takes half (or less/none if some kind of "Evasion" ability).

Please tack on more stuff to this if you know how Saga works or have any 4E info.
- 1 attack per round
- with feats, option for 2 attacks with all suffering -5 to hit
- with further feats, options for 3 attacks with all suffering -10 to hit
- with TWF, option for 1 additional offhand attack with all suffering -5 to hit

It looks like the "Full attack" action is being removed. You get a standard action for your attack and/or attacks. You do not get a fullround attack option with iterative attacks. They have said, also that the fullround action still exists, but not for getting multiple attacks - things only like special attacks.

- no 5' step

Reworking the mechanic of attacks of opportunity. The only knowledge we have at this point, is that a dragon can, as an immediate action, tail slap someone who is trying to get into a flanking position on him. My speculation is that attacks of opportunity will be replaced with immediate actions usable in certain situations - for example, the rogue counterattack that's mentioned so often. You can freely use your standard action and move action without having to 5 foot step worrying about provoking tons of AoOs. This leads to a more varied battlefield, better tactics, and less fighter caster disparity.

Also it looks as if free actions 1/round, swift actions, and immediate actions are much more usable by all classes, allowing less "turn based" system and a more flowing turn based combat system, also buff spells seem like they won't cost your entire round of actions anymore, so you can do what you want plus do your buffing action.

- attacker/spellcaster/offender makes the d20 roll; the defender/target/receiving guy has a static DC for saves, AC, etc
>ex: wizard casts a fireball at fighter and rogue. Wizard rolls a d20, and get a total of 21 for the Fireball's save DC. Fireball is applied against reflex defense. Neither Fighter nor Rogue roll a reflex save; Fighter has a 13 reflex defense and fails, and Rogue has a 22 reflex defense and passes. Fighter takes full damage; Rogue takes half (or less/none if some kind of "Evasion" ability).

There is a discussion [thread=927267]here[/thread] about how a lot of people don't like the fact that there's one roll for multiple targets, and hopefully that at least will promote the Develeopers to playtest both models.