Jul 01, 2008 16:10
Well, I bit the bullet and bought the 4.0 players handbook, both to see if the new system is worthwhile and to have something to pass the time until we make new friends out here. So far I have to agree with some of the reviews I've read, that this new system seems to give a lot more power to the players than it takes away. Not to sound like a grumpy old man, but here are a few of the changes I've noticed so far from 3.5 to 4.0: (broken down as empowering, neutral, or nerfing players)
*Keep in mind these notes are from memory, which is why I don't go into detail. No internet at home yet.
Empowering:
1. New Races to play: Half Dragons??!! Talk about a new player's wet dream. They even start out with a breath weapon they can use once per encounter. Not once per day, ONCE PER ENCOUNTER. It can target up to three people, and does more damage than a third ed thief could have hoped to do until fifth level. Yeesh.
2. Feats. Lots more feats. I'm talking huge tracts of land numbers of feats. And you get an option to change one of them EVERY LEVEL.
3. Every player gets a certain number of heals they can use each day. These essentially are like healing potions that are built into the character. Why not just give them more HP?
4. Each of your saving throws is connected to two different stats, such as STR and CON for fortitude. You take the better bonus.
Neutral:
1. They've simplified the gods
2. Only lawful good, good, evil, true nuetral, and chaotic evil available for alignments. Although you don't have to pick an alignment. (Not sure how this is different from just being true neutral)
3. The player's handbook now goes to level 30, not level 20. These levels are divided into three tiers, which sort of harken back to the early days of D&D when for the first ten levels you were a nameless peon no one knew. Each ten levels you choose a path you want to follow for your class. (One of the options for 21-30 is demigod)
Nerfing:
1. You no longer roll for HP each level. Each class has a set number of HP you get each level, and your Con bonus is not added in.
2. Dying does happen a lot faster. You get three rolls to save vs. death, and then you're dead. No -10 hp. (Although you can do things to improve your rolls vs death)
That's all for now, I'll post more as I find it in the new PHB.
4.0,
dungeons and dragons