As some of you know, I've gotten a glimpse of some stuff. Here's my first impressions:
Classes Everything reads more like stat cards than anything else. For example, here's what the leveling looks like:
Total XP | Level | Ability Scores | Powers and Features | Feats Known | Total Powers Known (At-will/Encounter/Daily/Utility) |
0 | 1st | see race | class features; racial traits; gain 1 feat; train starting skills; gain 2 at-will attack powers; gain 1 encounter attack power; gain 1 daily attack power | 1† | 2/1/1/0 |
1,000 | 2nd | — | gain 1 utility power; gain 1 feat | 2 | 2/1/1/1 |
2,250 | 3rd | — | gain 1 encounter attack power | 2 | 2/2/1/1 |
3,750 | 4th | +1 to two | gain 1 feat | 3 | 2/2/1/1 |
The powers are either the Spells you cast or the Exploits (i.e. special stuff) you have. At-will means use whenever you want, as often as you want. Encounter is once an encounter use and Daily is once a day use. Utility is the type of power (instead of Attack or Feature) and can be At-will, Encounter or Daily.
No more rolling for Hit Points. Now, you start with X+your Con modifier at 1st, then add Y at every level. So a 3rd level fighter with an 18 CON has 31 (15 [1st] + 4 [CON] + 6 [2nd] + 6 [3rd]) HP, while a fighter with a 12 CON has 28 (15+1+6+6).
Distance for EVERYTHING (movement, range of spells, area effect) is measured in squares, not feet or meters. Gee, glad I got all those minis and battlemats.
Powers/Prayers/Spells are written/formatted in the book to look like the back of a miniature stat card. I'm sure it's a planned accessory that they will sell cards with all the powers listed on them (possibly with randomly inserted "new" powers?).
Paragon Paths are prestige classes simplified. The only prerequisite is usually a base class. Epic Destinies start at level 20 and go to level 30. At level 30, your character and his/her companions complete your Destiny Quest and your adventuring career ends. Yep, say hello to Level Cap. Granted, we've never seen the far end of the 20th level, but it was nice to know that we could keep going way beyond. I do admit, there is a little bit of glee in being able to choose Demigod as your Epic Destiny, but still...
[Skills] I gotta admit, this is probably the only thing I like. Reduce the total number of skills so you're not trying to choose between Balance or Jump or Tumble. Even reducing the Knowledge skills to Arcana, Dungeoneering, History, Nature and Religion. And, you don't have to buy ranks every level. You pick the skills at 1st level and (unless you get the Skill Training feat), those are your skills. No ranks, but you get a permanent +5 bonus to the skill and you add ½ your level and your ability mod to the skill check. The only down side is they got rid of Taking 20...
Oh, and Detect Magic is now folded into the Arcana skill, not a spell on its own.
Feats Where they simplified Skills, they made feats a little more convoluted. There are 5 Armor proficiencies: Chainmail, Hide, Leather, Plate and Scale. There are some exceptions, but most of the feats are granting you bonuses to Attacks or Defense.
I should mention multiclassing at this point. Why? Well, because multiclassing is not allowed anymore. Now, you take a feat to gain a specific power of another class.
Equipment First off, they change the money again. GP to SP to CP ratios remain the same, but now PP are 100 GP. And, they though up a new one! Astral Diamonds (AD) are worth 100 PP. So for you super-rich out there, you don't have to tote around all those coins and miscellaneous gems/jewelry!
Along with the Armor proficiencies, there are only 5 armors (Leather, Hide, Chainmail, Scale, and Plate). 6 if you count Cloth but, seriously, who ever counts cloth? Gone are the days of our mithril chain shirts, adamantine breastplates, heated discussions of half-plate vs full plate and the myriad of exotic armors. Well, gone until the next book anyway...
Weapons are weapons. They were smart and didn't change the overall outlook, but they did step back to 3.0 and say that Small character use the same weapons as Medium characters, but can't wield them the same. Large and bigger characters get their own specially sized weapons.
Carrying/Lifting/Dragging has been modified to STRx10/STRx20/STRx50.
Magic items can be identified by ANYONE after a short rest, but some (cursed, higher powered, etc) may need an Arcana check. I'm not going to go into detail on the magic item enhancements and powers because I'll need to read it a lot more to get past some confusion...
Orbs, staves and wands are implements, much like a holy symbol is an implement to a cleric. Implements add bonuses to attacks and damage for powers of the class that uses them. I still have trouble getting it, though.
Combat The more things change, the more they stay the same. Like skills, Attack and Defenses add ½ your level to the numbers. Attacks are 1d20 + ½ level + Str/Dex mod. Defenses are as follows:
AC = 10 + ½ level plus Armor/Shield/misc bonuses + if wearing light or no armor (yes, armor is Light or Heavy, Proficiencies are based on the make, not type) then you add either your Dex or Int modifier, whichever is higher
Fortitude = 10 + ½ level + bonuses + either Con or Str mod, whichever is higher.
Reflex= 10 + ½ level + bonuses + either Dex or Int mod, whichever is higher.
Will = 10 + ½ level + bonuses + either Wis or Cha mod, whichever is higher.
Actions: Yes, now you have three action types on your turn: Standard, Move or Minor (there's also Free, but since you have no limit on the number of free actions, they don't count it). You can take one of each, or substitute another Move/Minor for a Standard or substitute another Minor for a Move. Example: Take Standard, Move and Minor. Or Move Move Minor or Move Minor Minor or Minor Minor Minor. No more Full Attacks, instead powers give you multiple attacks.
There's also Opportunity and Immediate actions outside of your turn. You can take one opportunity action on EACH other combatant's turn, and one Immediate action per round (interrupt or reaction).
Conditions are pretty much unchanged. Critical hits no longer have a multiplier, you simply do max damage.
Death and dying: For that critical time when you're lying in your own blood and dear old mum is calling from the bright light. Well, everyone now has Healing Surges usuable X times a day (X determined by Class and CON). When you use a Healing Surge, you automatically recover one quarter (¼) of your Max hit points. When you drop to ½ your max HP, you're considered Bloodied (some powers only work when bloodied). When you hit 0, you're unconscious and dying. If you drop to hit points equal to your negative bloodied your dead. Example: John, the 5 level cleric has 34 HP. He's Bloodied at 17, unconscious at 0 and dead at -17.
If you find yourself below zero, you need to make a Death Saving Throw. Yes, even though Fort, Ref and Will are now static, there are still some powers/spells that require saving throws and dying is one of the effects where you roll it. The only modifiers to saving throws are ones added by powers, feats or racial traits, otherwise it's a straight d20 with a 10 or higher being a success. If you fail three DST's you die automatically. If you roll 10-19, you remains stable, if you get 20 or better, a healing surge brings you back to 0 and stable.
Rituals The last chapter is all about rituals. To do rituals you need either a ritual book or a scroll. Rituals are the fun spells that have no purpose in combat like Tenser's Floating Disk, Speak with Dead or Shadow Walk.
Overall, not impressed. Of course, I didn't think I would be. It feels very much like if you DON'T play online, it will be a LOT harder to track what your character can do. Looking at the character sheet itself, makes it look like there is WAY more stuff to write down.