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[4e] PHB Spoilers

Started by James McMurray, May 27, 2008, 08:56:27 PM

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DeadUematsu

No. That's the default (magic items in the PHB). Or so I've read.
 

Pseudoephedrine

Wizarding, which I'm reading right now, looks cooler than I thought it would be. Implements especially, seem to be neat. It's also cool that both Int and Wis are key stats for Wizards now.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

James McMurray

Quote from: DeadUematsuNo. That's the default (magic items in the PHB). Or so I've read.

Well, on the bright side it's like WotC is saying "James, we think your group's magic item browsing is so amazingly great, we're giving it to the world!" :)

James McMurray

Creating a magic item is a 4th level ritual. That means anyone with the Ritual Casting feat can create them.

QuoteEnchant Magic Item
Magic drawn from the warp and weft of the universe infuses the item you hold in your hands.
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: Special
Market Price: 175 gp
Key Skill: Arcana (no check)

You touch a normal item and turn it into a magic item of your level or lower. The ritual's component cost is equal to the price of the magic item you create.

You can also use this ritual to resize magic armor (for example, shrink a fire giant's magic armor to fit a halfling). There is no component cost for this use.

QuoteRitual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.

Wizards and Clerics get Ritual Caster for free at 1st level.

James McMurray

Raise Dead
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Level: 8
Category: Restoration
Time: 8 hours
Duration: Instantaneous
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature's life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.

The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones. I've been skipping around a bunch, so I don't know exactly what this means

You can't restore life to a creature that has been petrified or to a creature that died of old age.

The subject's soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the
living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.

James McMurray

The last page before the index is play tester credits. They're in a tiny font and take up almost three full columns.

That's it for now. :)

obryn

Quote from: StuartI wonder how widespread that'll be, and if it will hurt sales.  Not such a good thing if people who were on the fence just grab the PDF and forget about the book.
I doubt it will...  Books aren't like movies or music at this point.  A downloaded version is not equivalent to the printed version.  PDFs are great for browsing, but crap for actual in-game use.

I don't think any likely buyers are going to download them and decide they don't need them after all.

It's possible some fence-sitters will be driven away, but it's also likely that - with a game as high-quality as this looks to be - people will look at the PDFs and decide they might want to play.

-O
 

Blackleaf

Quote from: James McMurrayTo perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago.

Let us know if they expand on this in the DMG...

I mean... wouldn't a lot of players have their characters leave most of a corpse behind instead of trying to drag it out through the dungeon, and just bring the smallest part they need to?  Like a finger?

Engine

QuoteEnchant Magic Item

You touch a normal item and turn it into a magic item of your level or lower. The ritual's component cost is equal to the price of the magic item you create.
Enchanting is, presumably, not a very profitable business. Zero percent markup?
When you\'re a bankrupt ideology pursuing a bankrupt strategy, the only move you\'ve got is the dick one.

James J Skach

I have to ask...I'm afearin' the answer...but...

Quote from: James McMurrayThe subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
what is a milestone?
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Pseudoephedrine

It's some part of a quest. You basically quest to regain your power.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

James J Skach

ummm...really?

perhaps someone (Jimmy) will start a new thread (hint hint) about these quests and milestones and how integrated they are into the rules (please).
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

James McMurray

Quote from: James J SkachI have to ask...I'm afearin' the answer...but...

what is a milestone?

A milestone is when you complete two encounters without an extended rest. Reaching a milestone gives you an action point, gives you an additional use of one magic item's daily power, and might increase an item's power.

Quote from: James J Skachummm...really?

perhaps someone (Jimmy) will start a new thread (hint hint) about these quests and milestones and how integrated they are into the rules (please).

That stuff is mostly in the DMG, which I'm avoiding. The PHB has a section on them:

- Quests are goal in an adventure.
- Most adventures have intricate series or groups of quests.
- Quest rewards involve XP, treasure, or whatever else the GM wants. This includes intangibles, examples of which are title and recognition.
- A major quest's reward is comparable to completing an encounter. A minor quest's reward is smaller than a single encounter worth of XP. These two combined seem to indicate that while questing is a good source of XP, it's not the only one, or even the most important. The "story awards" are still going to usually be a lot lower than the rewards you earned along the way.

An important tidbit that will hopefully allay a lot of peoples' fears:
QuoteYou can also, with your DM's approval, create a quest for your character. Such a quest can tie into your character's background.

Jackalope

Quote from: James McMurrayA milestone is when you complete two encounters without an extended rest.

:rotfl:

It's a sad statement that going two encounters in a row can be called a "milestone."
"What is often referred to as conspiracy theory is simply the normal continuation of normal politics by normal means." - Carl Oglesby

beejazz

goddamnit I can't seem to break this thing... everything that looks like a loophole isn't... and this PDF is starting to make my head hurt.

My most promising lead is that the half-elf ability to borrow a power from a second class isn't limited the same as multiclassing feats so you *can* dabble in a third class. You can also take the ritual caster as a member of any class it looks like. So I'm currently looking at ways to abuse combinations of star pact warlock (scare the shit out of my foes) and warlord abilities (bolster my allies), plus ritual casting and some promising feature from a third class (one that won't be too gimped by downgrading to per encounter). So far it isn't looking good. Perhaps there's a decent healing feature?

In either case, I love the idea of at will / per encounter / per day in theory, but... the standardized advancement and the wide array of feat-like-things bugs me. I saw two categories in SAGA, talents and feats, and wondered why we couldn't just have one or the other. Now, it's the same thing but for like eight different kinds of feats. It's just irking me. It might just be the pain of having to flip through all that in PDF format... maybe that's their final defense against piracy? It is a difficult difficult read in PDF format.

EDIT: That, and why do half elves end up with the greatest game-breaker potential? So far it's been humans (and it looks like it still might be), and the internet has been all abuzz about tieflings and dragonborn, but... half-elves? not being gimped? actually being the most easily abused? my universe is crumbling.