Under The Sun
I assume most of you have played D&D before so here is just a quick intro to 4th edition features.
Characters and monsters have four different defenses: Armor Class (AC), Fortitude, Reflex, and Will.
- AC: Does the attack pierce the armor you wear?
- Fortitude: Can your body resist the poison/cold/etc?
- Reflex: Can you dodge the attack or react fast enough?
- Will: Can you resist temptation or keep your thoughts focused?
You don’t gain or spend skill points on those basic skills (Perception, Diplomacy, Acrobatics, etc). Instead you gain a flat +5 if you’re “Trained” in that skill. Instead of spending skill points as you level up, you get a bonus of 1/2 your level (rounded down) to all skill checks.
Every class’ abilities have been boiled down into powers. Wizard spells and Cleric prayers are all Powers now. Fighters/Thieves/Rangers gained powers that represent flourishes or special maneuvers.
- At-Will power: Weak power that can be used every round
- Encounter power: Strong powers can be used once per encounter. You need a 5-minute break after combat (Short Rest) to regain these powers.
- Daily power: Overpowered abilities can be used once per day. You need 6-hours sleep (Extended Rest) to regain these powers.
- Utility power: Other powers that have unique effects
Basic Attack: As a standard action, you can make a melee basic attack or a ranged basic attack. (Though if possible you usually want to use a Power)
Charge: As a standard action, you can launch yourself forward and make a basic melee attack. Move your speed as part of the charge. At the end of your move, you make a melee basic attack with a +1 bonus to the attack roll. You must move at least 2 squares from your starting position, and you must charge to the nearest unoccupied square from which you attack the enemy. Charging provokes attacks of opportunity. After a charge, you can’t take any further action (unless you spend an Action Point).
Second Wind. As a standard action, you can spend a healing surge to regain hit points. When you do, you regain one-quarter of your maximum hit points (rounded down). You also gain a +2 bonus to all defenses until the start of your next turn. You can use your second wind once per encounter.
Use a Power. Most powers are standard actions. Refer to your character sheet to see what powers you have access to.
You can use a move action to walk your speed in a turn. If you use two move actions (substituting a move for a standard action), you can walk your speed twice on your turn.Example move actions:
- Walk. Move up to your speed.
- Shift. Move 1 square without provoking opportunity attacks. You can’t normally shift into difficult tererain.
- Run. Move up to your speed +2 squares and grant combat advantage.
Other Action Types
Minor: Incidental actions like taking out a potion or unsheathing your sword
Free: You can do this anytime, even on other people’s turns. Example: speaking or yelling.Immediate actions (interrupts and reactions) are actions you can take on someone else’s turn.
- Immediate Interrupt lets you act before the triggering action is resolved.
- Immediate Reaction lets you act after the triggering action is resolved.
The Combat Round
At the start of your turn, any Ongoing effects are applied (like poison or acid damage over time).
Every round you get three actions: one Standard, one Move, and one Minor action. These actions can be done in any order. You can downgrade actions if you want: you can move again instead of taking a standard action, or you can take another minor action instead of moving.
At the end of your turn you make Saving Throws against any effect that a “save ends”. Saving throw is now a flat d20 and usually you’re trying for a 10 or higher. Also, some long-term effects complete at the end of a turn.
Surprise Rounds happen when one group is completely taken off-guard (e.g. ambushed). Creatures or players who take a Surprise Round get only one action (one standard or move action).
Opportunity Attack: When an enemy lets its guard down, you can take an opportunity attack. You can only do this once per target per turn. An opportunity attack happens before the action that triggered it. This attack is a basic melee attack that can occur when (1) an enemy leaves a square adjacent to you, or (2) when an adjacent enemy makes a ranged or an area attack. Opportunity Attacks use a basic melee attack (and not a Power).
To avoid Opportunity Attacks you can use your Move action to Shift. Shift means carefully moving one square. A Wizard or Ranger will often shift back one square if an enemy is in his grill, then use a ranged power.
Combat Advantage occurs when a creature can’t give its full attention to defense. Attackers have a +2 attack bonus on that target. For example, you get combat advantage against a target you’re flanking, or against a target that has been knocked prone.
Healing Surges represent your body’s total capacity to be repaired. You have a set number of healing surges per day. When you run out of healing surges, that’s your indication that you need an Extended Rest (6+ hours of sleep).
Each character can heal himself once per encounter by using Second Wind. Many healing powers consume a healing surge, like the Cleric’s Healing Word or drinking a Potion of Healing. Between encounters when you take a short rest (5 minutes uninterrupted) you can spend as many healing surges as you like to restore your health.
Healing Surges restore one quarter of your maximum HP, rounded down.
During your turn you can spend an Action Point to take a second Standard Action.
When you take an Extended Rest your number of Action Points is reset to 1. Between extended rests, you earn one more Action Point after two successful encounters.