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5 years ago ::
May 17, 2008 - 10:46AM
#1
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Date Joined:
Dec 15, 2006
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Some people at ENWorld are store owners who have gotten a chance to look at the 4e books, and have divulged some information that people have been anxious to find out. One of these things is alignment. According to an ENWorld poster There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned. Among the gods I did not see any evil or CE listed. You can find this and lots of other juicy information here. Discuss.
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5 years ago ::
May 17, 2008 - 11:06AM
#2
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- Stampeding Hybrid
- Dragon Slayer
Date Joined:
Aug 19, 2007
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Good, evil, and unaligned seem pretty self explanatory. Chatic evil, from what we have seen, seems to me to be people who revel in destruction for destructions sake. However I am still having a hard time figuring out what Lawful good would be though.
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5 years ago ::
May 17, 2008 - 11:28AM
#3
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Date Joined:
Aug 31, 2007
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There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned. Among the gods I did not see any evil or CE listed. Wow, that will be terrible. I suppose it does cover the alignments that WotC actually used though. Generally in WotC writing entities that where lawful evil came across as neutral evil, while neutral evil and chaotic evil where hard to tell apart.
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. That is about what I expected. Not nearly enough for real character variation, but once the power expansion books are added it should be OK.
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. That is interesting. Raise Dead is apparently available right from the start or very early on. I'll have to think about that in my game.
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. That will be cool, though I expect in practice it would be impossible to kill a character who wasn't on the verge of death already.
Timestop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack. Right, not really Time Stop but close enough to fake it. A lot of the converted spells seem to be like that.
Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con. That is what I was afraid of. Rather then figure out how to balance an actual Minotaur or just disallow it, they nerfed it down until a Minotaur is no more powerful then a human.
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.
I did get a bit on the Warforged: +2 STR, +2 CON, Speed 6, Vision Normal, +2 to Endurance Skill, Can wear armor. Looks like they did the same thing to the Warforged. No longer different enough from human to be interesting.
Jay
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5 years ago ::
May 17, 2008 - 11:32AM
#4
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Date Joined:
Jun 20, 2007
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Not having chaotic good and lawful evil Alignments is the crappiest idea I have ever seen. Either have all of them or none.
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5 years ago ::
May 17, 2008 - 11:39AM
#5
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Date Joined:
Apr 15, 2005
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Looks like they did the same thing to the Warforged. No longer different enough from human to be interesting.Jay Bummer. I guess it was to be expected though. They better do some cool options for Warforged components.
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5 years ago ::
May 17, 2008 - 11:48AM
#6
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Looks like they did the same thing to the Warforged. No longer different enough from human to be interesting. The warforged could get better treatment in the PHB2 next year. I bet once they develop the racial feats to go along with the race then you may see some of the cool things they used to have. Remember the warforged being released is in the MM with a minimal PC stat block.
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5 years ago ::
May 17, 2008 - 12:11PM
#7
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Date Joined:
Jun 19, 2005
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That is about what I expected. Not nearly enough for real character variation, but once the power expansion books are added it should be OK. To be fair, except for the casters thats 4 more choices for any class than in previous editions.
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5 years ago ::
May 17, 2008 - 12:19PM
#8
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Date Joined:
Feb 25, 2008
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That is what I was afraid of. Rather then figure out how to balance an actual Minotaur or just disallow it, they nerfed it down until a Minotaur is no more powerful then a human. I'm betting that the actual statblocks for minotaurs aren't nearly as wimpy as +2 Str and Con. They probably have some badass, "real" minotaurs to fight and the wimpy PC version is for that PC who *has* to play a minotaur.
Honestly, I don't think there's really any way to make a balanced minotaur PC without using some sort of level adjustment mechanic (which I'm really thankful is gone in 4e). Some of the PHB races might be a little better at certain classes or roles than others, but overall, no one race dominates a particular class. Having a minotaur PC race with +6 Str and +2 Con ... would make them the hands-down best fighter in the game, no matter what penalties they took to Int and Cha.
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5 years ago ::
May 17, 2008 - 1:39PM
#9
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Date Joined:
Oct 10, 2007
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I think that it is disapointing that there are no longer pure chaotic or lawful alignments. However, I don't really see it as a problem as it's easy to "houserule" in as there don't seem to be any rules for it to being with.
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5 years ago ::
May 17, 2008 - 2:03PM
#10
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I liked everything I heard in that post. I'm excited about how all the bits and pieces of the rules come together. I really like the +1 to all abilities at 11th and 21st because it makes sense you improve in everything as you travel and learn for so long. Star Pact sounds cooler cooler whenever I see it.
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