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Alright so I got with a group of guys here and finally decided to give 4th edition a chance. I expected maybe a few minor changes but for it to be mostly the same as DnD 3rd, like 3.5 was pretty much 3rd. Well there has been quite a few more changes than I expected, and all for the better!
First off you have Evocations now instead of just abilities. Your Evocations are either Daily, Encounter, At- Will, or Special (all special rules will be explained in there description Dialogue). Evocations are what you use for your character to utilize abilities.
An example would be if my barbarian gets initiates combat. Which BTW starts out in the normal order of establishing where everyone is, followed by initiative rolls. Which is where one thing changes, to almost everything in 4th you add half your lvl. So into your initiative which used to be Roll+ dex mod, is now roll + dex mod + half your lvl. Evening the odds and making it much more believable that a high lvl character can accomplish what trained low lvl characters cant. Yea the 20th lvl wizard hits for more damage then the first lvl fighter! But back to the battle....
So initiative is rolled, for explanation purposes we'll have example characters; Keg the barbarian, and Hotfoot the kobold. Kegs initiative is 18, hotfoots only 5. Keg gets to go first, he can do standard actions (like making an attack, casting spell etc.), a move action (moving), a minor action (pulling weapon from sheath, picking up an item), or a free action (dropping something, speaking a few sentences). Much of this is similar to 3rd, so no major changes here. To note though now you get a standard action, a move action, and a minor action on your turn, which may be substituted for a "lesser" action (a may drop my standard action for another move action, or drop my move for a minor, etc.) .
Keg has decided to make an attack on the kobold. So he uses his move action to move a full 4 squares (goodbye feet system, physical speed is now just in squares), no more 5 foot step, attack, and sit anymore either, move your full speed! Keg is now in the square next to hotfoot, and decides its time to act! Keg flies into a barbarian rage utilizing his at will evocation of devastating strike. This has now changed too, at will evocations can be used just that At-Will, but most tell you they count as a standard action. Devastating Strike doesn't increase strength, con, and attack like a regular rage, gone are the days of super strong barbarians getting massive strength bonus when angry. Devastating Strike lets Keg hit hotfoot for 1W + 1D8 + str mod. 1W means what your weapon damage is, so if he went into another rage (yeppers rages are chosen, all rages are different, and you can use some rages as much as you like, you dont have to save them for the special moments anymore), that did 3W, then he would simply role 3 times the damage for his weapon.
Keg is equipped with a non-magical greatsword. He first rolls to hit Hotfoot, so it is a D20 + 1/2 lvl + ability mod (str for him) + any misc bonus's. Keg rolls a 19, which would have been a critical hit with a greatsword for 3rd, but in 4th you only get a critical when you roll a 20, and no need to confirm it just is a critical unless.... You cant normal hit that target anyways. So even had keg rolled a 20, against a dragon with an AC of 40 too bad no crit for him, but criticals always are considered a hit regardless of AC. Kegs attack is 24 (19 roll + 1 keg is lvl 2 + 4 str mod). 24 is a solid hit against Hotfoot, Keg rolls damage but it is a poor roll and he only does 11 damage ( 5 for weapon + 1 for the D8 of the devastating strike + 4 str mod + 1 1/2 lvl).
Hotfoot is now considered "Bloodied" that is his hit points are less than half his total. Bloodied can be a good thing depending on the character, a Bloodied barbarian might get stronger (via a certain rage) , but for hotfoot this isn't good. Hotfoot decides to use a healing surge. All characters get healing surges, which are points determined by your class, lvl, and con. A healing surge heals your character for 1/4 of his total hp. So out of hotfoots total of 18 hp he will gain 4 (round down). So hotfoot adds 4 to his current 7, putting him at 11 hp. He can now take a move action, and a minor action. Hotfoot decides moving would be bad as it would give Keg and attack of opportunity as he left kegs area. So hotfoot decides only to use his minor action *in draconic* "Someone come help biggies coming to get us!" Hotfoots friend sleeping nearby hears the yell and spends his turn getting up, as he was prone (no change there).
Kegs turn has come around again. He saw how much he injured hotfoot on his last attack and because devastating strike is an At-Will rage does it again. This time he hits and rolls well, doing 10 weapon dmg, and then adding the other mods puts hotfoot well below 0. Nap time for Hotfoot.
Suddenly Keg spots Gingerhead another kobold charging out of the bush's 30 ft away. Gingerhead is carrying a short spear and makes an attack against Keg (nothing new to report here same as already explained). Gingerhead hits, and keg takes 5 damage.
Keg decides that these miscreants are barely worth his time, but as devastating strike is at will it is better for him to do that than make a standard attack. He hits Gingerhead doing 13 damage.
Gingerhead standing next to his sleeping buddy decides to get serious. Gingerhead is a shaman, and decides he needs to use his daily evocation, Wrath of the Spirit World.
He decides first to use his minor action, and call forth his spirit companion (a komodo dragon, that looks ghostly and has no actual physical being), in the square next to him. He then uses his evocation, keg gets a will save, but fails. Angry spirits lash through Kegs mind causing him to take 3d6 + Gingerheads wisdom modifier, for a total of 12 damage, and also knocking keg prone. Keg has now taken a total of 17 damage, his HP total is 34, so he is considered Bloodied.
Keg spends his turn getting up and dusting off.
Gingerhead wants to take no chances with keg he decides to use one of his Encounter Evocations and does Call to the Ancient Defender. Keg once again gets a save, but fails. Keg takes 10 more damage. Keg would normally be at 7 hp right now, but once he became bloodied his half-orc resilience kicked in and gave him 5 extra hp (racial specialties are much more prominent in 4th, and there are no more penalty's to abilities, bonus's however still apply). Gingerhead still has a move action and a minor action to use. As his minor action he calls upon the healing spirit, another one of his at-will evocations, healing hotfoot for 6 dmg.
Keg admiring Gingerheads quick thinking and will to survive none the less decides its time to end the battle. He goes into Rage Drakes Frenzy (his daily evocation), attacking Hotfoot. Rage Drakes Frenzy gives him a +2 against bloodied targets (such as a kobold at 1 hp, laying on the ground) Rage Drakes Frenzy also does 3w damage, so keg rolls 6D6 damage, turning hotfoot into a pile of gore. Rage Drakes frenzy has a special that gives keg a free attack after reducing an enemy to 0 hp. Keg has another ability that needs a trigger, the trigger is reducing an enemy to 0 hp. Keg now uses Roar of Triumph as a free action. Gingerhead is shaken to the core and recieves a -2 on all defenses until the end of Kegs next turn. Keg now attacks Gingerhead. Attack is rolled normal, and gingerhead takes 7 dmg.
Gingerhead sensing Kegs anger and being considerably shaken is debating what to do next. He decides it is best to play defenseively and has his spirit companion (the komodo) execute a Protecting Strike. Keg takes 5 dmg (1d8 plus Gingerheads wis mod of 2). Plus Gingerhead gains 2 temporary hit points (con mod) feeling safer with his companion. Gingerhead then uses Healing Spirit on himself healing for 4.
Keg amazed that this puny little squishy is giving him an trouble becomes angry using one of his Encounter evocations of Avalanche Strike (3w dmg, anyone gains a +4 on attack rolls against you until next turn). He's also so angry as to use his racial ability of Furious Assault (your attack deals 1w extra damage). He rolls and hits Gingerhead, who will now take 4w (8D6) weapon damage plus str mod. Gingerhead takes 31 damage, and is now undiscernible from Hotfoot.
So overall 4th ed has given better racials, and race does count for alot, everyone has more HP, so sensibly everyone does more damage (dont know alot of lvl 2 chars who muster up 8D6 damage, something Keg could do at lvl 1). 4th Ed isnt bad, just different. Which is something I think I was ready for after years of playing 3rd, and 3.5.
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