Most of their conquests were not in the desert. The desert was the space between the areas that mattered, so they might as well call it theirs. They also spent a lot of time in the less shitty areas they conquered, and often said 'Fuck Mongolia'.
And now for something completely different- Races and Classes, part II: Classes.
a few notes. Not all of these will be in the first PH, and are just design notes. I also edited out some of the OPs personal opinions, to avoid confusion, (and because his english isn't great)-
http://www.enworld.org/showthread.php?t ... e][br]Here again I start with a disclaimer. The book present the state of the art as of Aug 2007. There could be changes.
Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further.
Cleric
All classes will get some self-healing power (already known). Cleric enhance the self-healing capabilities of nearby allies.
Bigger spell will be rituals (raise the dead for example). Rituals are different from spells (as of how I do not know).
Summoning spells are removed along with alignment specific ones (at least for now).
Fighter
You chose to fight with a two-handed weapon or a weapon+shield. Other abilities build on this choice.
Powers can be divided into assault, defense and control. Assault is best suited to two-handed weapons, and ephasize offense and damage. Defense is about higher AC and such things. Control hinder and constrain the enemy (IMHO trip for example).
Some stunts are better if carried out with a specific weapon. Hammer are perfect for stunning opponents, while great swords for cleave.
The role as a defender admittedly means that you are to defend the wizard and allow the thief to flank. {not sure if this is the guy's opinion or actually in the book}
A fighter feat allows Dex to be added to AC even when wearing heavy armor.
Fighters can keep monsters focused on them, by having bonuses on opportunity attacks and by following enemies. They guard allies by "battlefield control".
An example of at will power is the defensive strike. If you hit, you get bonus to AC against this foe.
Per encounter: dance of steel (just the name is given)
Per day: great surge which is a powerful attack combined with some healing of yourself.
These classes are mentioned in 3-4 paragraphs, it is not a confirmation that they are going to be in the PHB, just that they were experimenting with them (for some, like the paladin, warlord and the ranger, we know that they are going to be in the PHB).
Paladin: Still have smite ability but there are more types of smites (different form of attacks). Paladins and fighters are both defenders, but paladins rely on divine powers. There are evil paladins.
Ranger: Nothing more that we already know. Some scoutish abilities focus on movement, good with a bow.
Sorcerer: Make it more distant from the wizard. They barely control their spells, but unleash enough energy every time that some remains around them. For example after a fireball, they are cloaked in fire which sears enemies nearby.
Swordmage: An arcane defender with magic shields and armor, flaming sword and some self-buff abilities.
Warlord: A martial leader, with the ability to buff and control over battlefield positioning.
Barbarian: The ability to rage is the centerpiece ability of this class. There are different rages. There is a mention of a “lightning panther strike” that allow movement and multiple attack. Barbarians are more feral, and bite attack was mentioned
Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spells to cast when in humanoid form.
Bard: Gets it power from otherworldly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.
Monk: Still in the design stage, but it will be a mobile striker.
Psi will appear sometime and it will be a different power source. They design arcane and divine magic so that psi can fit in. Power over mind will be the main (or a flagship) feature of psi, thus charms are going to be nerfed (the avoid too much overlap).[/quote]
So. Anyone want to start on unified BAB? And potentially consequences of stacking 'alterations to the base value', if thats possible?
warhammer vs. greatsword. possible stun lock, or possible cleave. Hmmm.
Sorry enchanters, psions killed you and took your stuff...
I like rituals as a concept. Implementation will be... interesting.
No summoning for clerics?
No mention of the wizard, which makes me sad.
Druids as shapeshifters. Good that they're getting toned down, bad that they're...uh, not even vaguely recognizable as historic/mythological druids. Just animal guys running around in the woods. Yay.