As an
avid board gamer and a well-known strategy fan, there's a siren's call that emanates from what little I know about D&D4e. I've never been a RPer, but I've always been quietly and mildly envious of those with friends geeky and dedicated enough to pull off campaigns. 4e takes it to a level with more personal appeal: I hear stories of game
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There's a mechanic I didn't even mention before that is newest and most arguably the most important one of all: healing surges. Healing in D&D used to happen the typical way of "you cast a healing spell, they gain a range of hitpoints," you know, standard RPG stuff. Healing in 4e is different in that everything is based around healing surges. Every character has healing surges regardless of their class, but the -number- of healing surges does vary from class to class (they still get a fairly big amount though, the lowest you would viably have without purposefully gimping your Constitution (base ability that governs physical hardiness) is 6, higher amounts of healing surges being 14+). You can use a healing surge out of combat to heal 1/4th of your Max HP. You can keep using them too to top yourself off. However, the key there is "out of combat." In combat, you can only use one healing surge, and it is known as a Second Wind. It still heals 1/4th of your HP, but it also increases your various defenses until ( ... )
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This is pretty integral to 4e's increased tactical nature. Let's take, for example, a fighter, because that's probably the simplest class there is in regards to this. When you choose to attack, you can, of course, choose to just take a melee swing at an enemy. But there is literally no reason to do just that anymore. I mentioned way above that "each class has stuff they can do at will (all day long, all the time)" and that's where this comes into play. At level 1 you get to choose two "at-will" powers from your class (though if you're Human, you get to choose three). Each class typically has 4 (wizard has 5) at-will powers to choose from in the core rules (though I got to read one of the supplements and that added another 1-2 at-will powers for half the classes ( ... )
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Warlord gets a ranged at-will that allows one ally of yours to make a basic melee attack (no powers) against the Warlord's target.
Paladins have an at-will that all paladins get for free called Divine Challenge. Choose an enemy, it is now marked. This mark gives the enemy -2 to attack rolls for any attack made that isn't against the Paladin. In addition, they take damage if they make an attack that doesn't include the Paladin as a target (so an AoE hitting the Paladin and an ally would not suffer the damage). Even moreso, the mark can augment the Paladin's other at-will powers; Enfeebling Strike does a melee attack against and enemy and does damage, and if the target is marked by Divine Challenge, the target has -2 to all attack rolls until the end of your next turn ( ... )
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1 Minor Action - things that are really fast/easy; opening a door, drawing a weapon, picking up an item off the floor
1 Move Action - everything in Minor, plus moving (dur) or shifting (a safe form of moving with reduced range)
1 Standard Action - everything in Move, most powers (some powers will take minor or move actions so you could use one of those and then a power that uses a standard), using a second wind, most combat maneuvers (charging, grappling, etc.).
So you could draw a weapon, move, use Reaping Strike, or open a door and double move, or attack, shift back, close door, or etc. you get the idea.
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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Gameplay sidenote: kobolds are infuriating because a lot of them have an ability that, when an adjacent enemy shifts, the kobold can shift with them without having to spend any actions.
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The new system sounds like an improvement.
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