Yeah... but how often are more than one target going to be in a single square?alhoon wrote:"Attack actions involve a “to hit” roll against any and all targets, so a power that targets all enemies within 1 square requires a
separate attack roll against each enemy affected."
No, it was to remove having the target make the roll to see if your attack had any effect.alhoon wrote:I thought the main reason to remove the saves was so that you could roll once for the power of the fireball and check to see which Reflex you beat!
And removing the overlap between ranged attack, ranged touch attack and reflex save.
You can heal yourself with a healing surge, but you can only do it once an encounter. But you also have a tonn of extras that are "unlocked" by clerics and other leaders. Look at the preview characters, they have like 9 surges a day. That's a lot of encounters.alhoon wrote:"Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well."
You tick off healing surges from healing prayers?!Very funny. I hope there are some cleric powers that restore healing surges, or the low AC guys will get the shaft!
clicky
This is a four-fold reason:
1) Remove randomness. Nothing worse than the wizard down 4hp getting healed for 12 when the lvl 6 cleric rolls a "6" while the fighter down 15hp only gets healed for 7 when the cleric rolls a "1".
2) More healing. Classes get a set surge amount + con = larger surge for the people with more hp. So the classes that get hit more have more surges for larger amounts.
3) Character-based cap on healing. So you don't just focus on healing a single character over and over; they eventually run out of surges. Other characters can take over as meat shield or you can rest. Opposed to 3e where a character can be healed until the cleric runs out of spells.
4) Less work for the cleric. He fires off the surge and everyone takes care of their own bookkeeping. And a cleric can do other things than just heal people.
But once you hit level 6 or 7 a party with a solid healer or two can pretty much do this anyway, especially if they spend two days resting.alhoon wrote:"An extended rest is akin to “camping” and lasts 6 hours. After an extended rest, you’re fully healed, you have a full compliment of healing surges, you have your daily powers back, and you reset your action points to 1. "
Too much neverwinter in there.
That's certainly something I'll rule out as soon as I have my hands on the book.





