D&D 4E May Rules Updates

The latest set of rules updates to D&D 4E are now available on the Wizards website.

So, I hear you ask… what are they about? Are they minor? Or do they require the rebuilding of our characters?
Well, there’s more major than normal. Not so much for powers being changed, but in a few ways the system works. Those of you who are D&D Insider subscribers can read the article on Rules Updates, which also went live today.
Here are a few of the major changes:
Tiefling – the Infernal Wrath power now deals damage to someone who damages you, rather than just giving a bonus to hit.
Zones – overlapping Zones now each deal damage, rather than just the biggest damage.
Solar Wrath – my radiant servant of Pelor no longer has a burst 8, stun all undead power. It’s now burst 3. Just as well as it happened after last session, eh?
Acrobatics – you can now “hop down” 10 feet and remain standing.
Dominate – it’s clarified that allies and enemies of the dominated creature remain the same, and the creature gets a save if it is forced to move into an unsafe square – like a pit!
Mark – Marks now end when your marker fall unconscious or dies.
Restrained – no longer references the immobilized condition.
Weakened – clarified so it doesn’t affect ongoing damage or non-attack roll damage.
Push, Pull & Slide – clarified so you can’t slide a character upwards three squares unless they could normally move in such a manner (by flying… or a ladder)
Aid Another – big change here: instead of DC 10, you need to hit DC 10+half the creature’s level, and a failed check gives a -1 penalty.
Aid Attack – new standard action; no roll needed, +2 to attack, up to 4 characters can assist.
Aid Defense – new standard action; no roll needed, +2 to defense vs. selected enemy.
Charge – clarified so that every square moved must be next to the target.
Auras – changed so that overlapping auras stack damage; penalties are not cumulative.
Mounts – there’s a big stack of changes to how mounts work.
Flying – ditto for flying.
Enlarge Spell – only works with Wizard arcane powers now; not if you multiclass.
Lightning Arrow – no longer dazes. (Did I give Nate’s ranger any of these?)
The big one – from my perspective – is the Aid Another changes. Then there’s how Zones and Auras now work. Good fun for me and my players, I think.

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