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  • Tieflings in Dungeons and Dragons 4th Edition

    Fluff/Inspiration

    I’m a big fan of the less savory sorts and Tieflings just seem to have a lot going on in terms of just being bad ass.  Their 4th edition flavor has me a bit torn, though.  Probably it’s the size of the tails in the 4th Edition Player’s Handbook (we already have the Dragonborn).

    I’ve been playing D&D for a lot of years, but I never really did anything with Tieflings in previous editions.  In 3rd edition I had a couple of NPC Tieflings and I liked to use them as NPC’s because they felt so mischievous and fun.  Of course the players always spotted them as being bad a mile a way so I had to twist their motives to seem good.  Several of my players played Teiflings and enjoyed them.  As a sort of half-breed riding the fringes of human society they made sense.

    Now as a race of their own with the status of being in the PHB, I’m not so sure they make as much sense anymore.  Of course more players are playing them and they just plain show up more often in the game, but I’m having issues with accepting their flavor.  Are they good or evil?  Cunning or wise?  Do they even have a culture that is their own anymore?

    I guess I’m just a bit confused.

    I still like the Tieflings.  I welcome them into my game and I’ve even played one and I had fun with her.  Like so many other aspects of 4th edition the Tieflings are just going to take some time to get used to.

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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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