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  • D&D Rules – 4th Edition

    4e D&D

    The D&D rules changed quite a bit in 4th edition.  Most of you are probably aware of these changes, but here is a quick overview of the main points.

    • No more penalties to ability scores – all the races give only bonuses.  This is part of a wider theme to remove negative modifiers where possible.
    • Pretty much everything is now 10 + ½ your level + other bonuses.  This goes for the various attacks as well as for things like armor class and defense bonuses.
    • No more saving throws (well pretty much).  Older versions had saving throws vs. poison, traps, spells, etc.  Then in 3rd edition it became Will, Fortitude, and Reflex saves. Now these are static defenses just like armor class and different attacks target those defenses.
    • Simplified combat system from 3rd edition.
    • Multiple attack rolls if you do an area attack.  The old fireball was one attack and 20 saving throws.  Now it is 20 attacks and no saving throws (targeting a static defense score).
    • Skill challenges.  Rules for handling non-combat encounters.
    • Magic items creation.  Greatly overhauled.  If you have the item creation ritual (available through feats and class features) then you can make any item of your level or lower by paying the price.
    • Every class has powers that work very similar to the way spells used to work, i.e. special abilities useable only so many times a day/encounter.
    • The old spell system done away with.  Now every class works the same mechanically (yes it is more balanced).

    There are quite a few other changes to the D&D rules, but this is a start.
    I have posted other information, some more specific, about the D&D rules for 4th edition.  Feel free to check them out.
    As always, have fun!

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    2 Responses

    1. Gary  •  November 21, 2008 @2:33 pm

      Savings throws are still there, and they are important, but they serve a different purpose than in previous games. They are used entirely to end ongoing affects. Savings throws are almost always done at the end of one’s turn: for instance, if one were affected by ongoing fire damage, the fire damage is always applied at the beginning of the turn, and the save to end it is at the end. However, there may be powers and other abilities that allow one to make a savings throw at a different time. That makes those abilities very powerful. All savings throws have a target of 10 for success, but there may be positive and negative modifiers to that. For instance, there is a feat that grants humans +1 to all savings throws. If I were playing a human with the ongoing fire damage and I had that feat, I would roll a d20+1 versus 10 to save at the end of my turn.

      Savings throws play an important part in character death: “Dying” is an ongoing affect. A very successful savings throw brings the character back to consciousness. A merely successful savings throw merely keeps the character in the dying state. An unsuccessful savings throw may kill the character.

    2. Lukanabis  •  May 3, 2009 @1:01 am

      I just wanted to say that making a saving throw with an ability score or subability score has always been a simple way of making saves since the Skills and Powers book made it optional to do that. Why don’t you do things that way? It does make sense to oppose poison against one’s health and mental saves versus willpower ect. You have to admit, it does make it a whole hell of alot simpler (with difficulty adjustments of course). The new method still sounds a bit confusing considering the fact that very little logic is involved with making sense out of it. Personally, in my campaigns, characters get better with training and age (wisdom)- not levels.

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