by admin

Roles and Classes

September 27, 2009 in RPG by admin

Here’s a list of the 4 roles, which classes fit in each, and who is playing what.

Leader

Ardent
Artificer
Bard
Cleric
Shaman
Warlord

Striker

Assassin
Avenger
Barbarian
Monk
Ranger
Rogue
Sorcerer
Warlock

Defender

Fighter
Paladin
Swordmage
Warden

Controller

Druid
Invoker
Psion
Seeker
Wizard

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Death and Dying in D&D 4

February 5, 2008 in RPG by admin

Some more new rules!

You now die at – 1/2 your HP, or -10, whichever is lower (whichever is the greater negative number).

You are unconscious at 0 HP. No more “staggered.”

If you stabilize on your own (rolling a natural 20 on your death roll), you get a healing surge (assuming you have one left) and wake up with 1/4 your HP.

If someone heals you, the healing starts at 0. For example, if you’re at -15, and someone heals you for 8, you’re up with 8hp. I.e. negative HP measures your “closeness to death” not “distance from healthy.”

Dying, apparently, happens faster, and coming back from the dead is harder.

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Critical Hits in D&D 4

January 8, 2008 in RPG by admin

Get ready for a big change.

Remember how crits used to work? If you roll a natural 20, you threaten a critical. Then you roll again. If your second roll hits, you do a critical and then roll dice 2, 3, or 4 times depending on your weapon. But you don’t roll dice multiple times for bonus damage dice.

Here’s how it works now:

If you roll a 20, you do max damage. That’s it.

If you’re wielding a magic weapon, you get an extra d6 for each plus of the weapon. So a +3 longsword does 8+3d6 on a crit. This is apparently only true for PCs.

That’s it. Faster, simpler, and less likely to result in a monster critting you into oblivion. I like it.