Joshua Randall
Legend
4e has just as much good, and bad, art as any other edition. To exclude an entire edition OF ART because you didn’t like the rules is stupid as sh*t.
4th edition, as I mentioned, is a weaksauce, uncomfortable-looking pose by a pair of adventurers. They look to be in a dungeon, but there is no dragon. Just a dragonborn.
Good point!The 4e DMG shows the other side of that picture. The Dragon scrying the dungeon for his next snack.
Which is a bit of a callback to the 1981 B/X covers, where the Basic set cover is the Fighter & Magic-User confronting a dragon, and the Expert set cover is a wizard scrying on that scene.The 4e DMG shows the other side of that picture. The Dragon scrying the dungeon for his next snack.
If I remember correctly, the DC was for attribute test. When it was a skill test, you were suppose to add 5 to the difficulty level to compensate for the possible training, which is why the DC from the first DMG were considered too difficult. The math for 4e pretty much always considered a result of 10 as normal.I was making characters using the offline character builder, and noticed that the cleric power “Righteous Brand” had been changed from granting a bonus equal to the cleric’s STR bonus to granting a straight +3 bonus to an ally’s attack against the same target.
I disagree with that change, and checked the pdf of the 4e player’s handbook, to thankfully find it still granted the STR bonus. The cleric I was building has a STR of 20, with a bonus of +5.
On another note, I learned on another thread that the “Come and Get It” fighter power was changed from a STR vs AC attack to a STR vs Will, which makes no sense. The pulling of enemies is an effect of the power. As long as an enemy is in range, it will get pulled to the fighter. The attack is subsequent to the pulling, and therefore should be STR versus AC.
On another note, I was comparing the DC numbers of the DMG, the DMG2, and the Rules Compendium. Supposedly, the DMG DCs were too high, the DMG2 DCs were too low, and the Rules Compendium’s were just right.
I’m not so sure.
The Rules Compendium scores are given for each level, up to 30, while the DMG and DMG2 lists scores in three level ranges.
I think the original DMG scores are right. Adventurers of levels one through three, for example, have Easy, Normal, and Hard scores of 10, 15, and 20, respectively. An adventurer moving from level one to two would essentially have the scores lowered by one.
Unfortunately, the pdf of the DMG uses the DMG2 scores, which are 5, 10, and 15. With those scores, the only adventurer who would roll for an easy DC would be one who was not trained in the particular skill (or have other bonuses that add up to 5). Maybe there is something in that, but I think, right now, that the higher scores are better.
I ran it as the start of a long-running 4E campaign. Our group had a fun time with it, despite its flaws. The battle with Irontooth and the final one against Kalarel were especially dramatic. I think we had one or two PCs still up and conscious when they triumphed at the end, and the survivors were able to save all or all but one of their comrades. I think our party was Warlord, Paladin, Wizard, Cleric, Ranger, maybe?I want to run a group through “Keep in the Shadowfell”, but with a better team than the pregens.
I’m thinking, Warlord, Fighter, Paladin, Warlock, and Wizard, with each PC optimized (at least three of them with a “20” in their main stats). You know, an actual “4e” party.