Not sure where you're getting that. There is very little of 4th beyond the monsters (and even then, a lot of them are more complicated than 4e monsters), and most of it is a lot of BECMI and 1st coupled with 3rd. All of the options are third-style, and the basic framework is early stuff.shadzar wrote:so from everything i am seeing DDN = 3.x + 4.x
All of the holes are typical of both.
@Krusk. A template would be crazy, given what a level appropriate monster looks like. As is, it is a complete waste of time as FoD doesn't come up until 13th level, and a 1st level zombie is barely worth the action to kill. Most people of that level won't even have to roll dice to kill it.
The 'first class is cleric' language is probably just there to link up to future multi-class rules, as they are currently not present. It does mean a cleric/ fighter will probably be a completely different beast than a fighter/cleric, and I'm not sure yet if that is going to be a good thing or not.
As far as other thoughts go, at the moment, I'm kind of frowning at the cleric. They clearly think that adding in the fighter mechanics late is an actual benefit for the class, but as it is costing the cleric spellcasting and they are so late and so non-level appropriate that it just kind of sucks. The buff spells are also kind of awful now (as opposed to the crazy shit like shield of faith in the first docs, which was imposes disadvantage on attackers rather than +1 AC (so from too good to utter shit). The problem with the martial damage they gave the cleric is it doesn't even keep up (let alone scale) with the scaling for fucking lance of faith, so there isn't any damn point to it. A cleric can sort of keep up for a while with buff spells and some forms of channelling, but will soon fall behind the curve as the resources get used up.
The rogue turned out a lot better than I expected given the last one and the horrible preview article about what was going to happen to it with this version. The biggest advantage is that it, the fighter and the monk are all on the same damage chassis, but get different secondary abilities. Quite a few of all of them are shit, but there is enough good stuff to pick up and be useful. The Trickster scheme is blatantly good, however, with the ability to start with 4 tricks. With initiative buffing, poison buffing, save buffs, imposing disadvantage and granting advantage, the rogue has a bunch of useful stuff.
Just wish the skill die was spelled out more. I'm guessing you 'spend' it but not really, and can keep using it any time it comes up.
In other news, fireball is a cloud now. So, is stinking cloud, by the by,
but that actually makes sense. And the stinker is a much better spell to boot, since in exchange for -1d6 damage, it can last 10 minutes.
Actually they inserted a stealth fix to polymorph to prevent that. It is limited to 'any beast,' and apparently 'beast' is a critter type. So, giant snakes, yes, Asmodeus, no.CapnTthePirateG wrote:The Capn likes zombie minions, ok? This is sadly the only kind we get.
It's also unlimited: seriously, there's one sentence about how anything killed with this spell rises as a zombie under your command. So if you take a month off to kill chickens or something you get an army of humanoid zombies. Of course, you don't care because you can polymorph into Asmodeus and use his abilities, but hey, progress!
Fair enough on the zombie minions, I guess. They're just so far off from level appropriate that it is kind of a waste. And your chicken zombie army will be 30 zombies after a whole month. 90 if you can cast 8th and 9th level spells, and use higher level slots to 'spam' FoD.