Heroes of the Fallen Lands
By Mike Mearls, Bill Slavicsek, Rodney Thompson
Trade paperback, 365 pages, $19.99

The store at which I work received a preview copy of Heroes of the Fallen Lands (HFL) the other day, and I figured the least I could to is share my thoughts on it, as well as leaving myself open to answer your questions on this new D&D Essentials product, slated to release on September 21st of this year.
HFL is the first of the new Essentials version of player option books, filling the role that the previous Power books occupied. My initial reaction, after “holy crap awesome”, was apprehension at the book’s trade paper format. Although the $19.99 price is more affordable than the $29.99 pricetag on the Power books, the book is overall less durable due to the paper cover. My copy has already shown some off-the-shelf wear, and I’ve had it for about a day at this point. Personally, I would not mind if the hardcover format continued, however I can understand the philosophy behind the switch.
Inside the cover, the book is laid out in a very easy to read and new-player-friendly format. An introduction to D&D and game overview are included, similar to what is found in PHB1. Chapter 1 is the overview, outlining the D&D world, tiers of play, a list of the Essentials products, and some how-to’s, including turn structure, actions, movement, attacks, HP, and rests. Old news for most of us, and already printed in the Red Box, from what I understand. Still, it is nice to see it laid out plain and simple for new players and veterans alike.
Chapter 2 details character creation steps, what you need to make a character, and characteristics of classes and races. There are a few tables of note here, listing the classes found in both HFL and those found in the upcoming Heroes of the Forgotten Kingdom. Here in HFL are two builds of fighter (knight, a defender, and slayer, a striker), the cleric (warpriest, a leader), the rogue (thief, a striker), and the wizard (mage, a controller). The selection of classes for this book is exemplary of what I understand the idea behind Essentials is: back to basics. Between the Red Box and these iconic classes, we are seeing a return to simplicity. Of course, “classic” 4e is compatible side-by-side with Essentials products (in theory), so those who value choices over simplicity still have a game to play (more on choices later).
Classes and builds to be included in Heroes of the Forgotten Kingdoms are the druid (sentinel, a leader), the paladin (cavalier, a defender), two builds of ranger (hunter, a controller and scout, a striker), and warlock (hexblade, a striker). The leader druid and controller ranger are particularly exciting to me, as the druid never felt “controllery” enough and many of us have been clamoring for the martial controller since 2008. The rest of this chapter goes into more detail on what it means to be a striker, etc, further descriptions of the classes and races (dwarf, eladrin, elf, halfling, human) included in HFL. Ability scores, deities, alignment, and gaining levels are also found here. Basic PHB1 stuff.
The third chapter is Understanding Powers. It’s nice to see so much space devoted to a subject like this, as powers really are the meat and potatoes of most characters’ combat experience. Everything found in a power block like keywords, attack types, effects, and targeting is explained in detail and in a friendly manner.
And now we find the fun stuff. Chapter 4 is the classes. Here’s where choice becomes a factor. If you like choosing from a dozen or so powers each level through the Character builder, the builds found in HFL might not be for you. Most classes get two or three choices of powers each level or so, with the martial classes receiving even fewer. The wizard has the most choices, with three “builds” representing three schools of magic: enchantment, evocation, and illusion. At level 1, you choose a school and gain a small benefit related to that school. Additional benefits are gained at levels 5 and 10. At level 4, you also gain the level 1 benefit of a second school. Your choice of school also determines most of your paragon path features. Wizards still get their cantrips from PHB1 Suggestion, an encounter power that lets you make an Arcana check instead of Diplomacy, added in. Every mage gets the new and improved Magic Missile. Of note is the change to the Spellbook class feature, which now functions with encounter, daily, and utility powers. Overall, the mage build for the wizard feels most like “classic” 4e builds: lots of choices, options, and powers.
The warpriest cleric has two “builds” represented here by domains: sun and storm. The sun domain focuses more on defense and shielding, while the storm domain focuses more on damage dealing and destructive attacks. Your choice of domain determines your at-wills, your level 1 encounter power, one of your Channel Divinity powers, your level 1 utility power, and some benefits similar to the mage’s schools. Warpriests of either domain have access to the same daily power choices.
Fighters and rogues have the fewest powers, with no at-will attack powers at all, few encounter attack powers, and no daily powers. Instead, the two martial classes focus on basic attacks and ways to augment them. The two fighter builds (knight and slayer), have an array of stances to choose from at level 1, allowing them to switch tactics mid-battle without relying on attacks to necessarily hit. The knight’s stances are more defense-oriented, while the slayer’s are gear more towards offense. Essentially these are caricatures of the guardian fighter and great weapon fighter builds from PHB1, exaggerated in the interest of highlighting the difference in roles. In fact, the slayer, being a striker, lacks a marking mechanism, whereas the knight retains one in the form of an aura. It’s an interesting approach to a real hands-off method to marking. I’m very excited to see it in action. Along the way, both builds get plenty of utility power options and buffs to their basic features to help them do their respective jobs better. Both the knight and the slayer also get Power Strike, an encounter power that adds an extra weapon damage when you hit with an attack. As the fighters level, they gain a couple extra uses of Power Strike per encounter.
The rogue, like the fighters, uses basic attacks for the bulk of his damage. The thief build of the rogue enjoys many of the class features and benefits as the PHB1′s rogues, however one thing that I noticed right away was the lack of shuriken proficiency baked into the class. I’m fairly certain (correct me if I’m wrong), that rogues were previously the only class with built-in proficiency for a superior weapon, so WOTC might want superior weapons to feel more special overall. I suppose we’ll see. Thieves also get a class feature in the form of Backstab, an encounter utility power that triggers off of making an attack roll on an enemy granting combat advantage to the thief. This adds +3 to the attack roll and an extra 1d6 damage if it connects. Similar to other class features, this scales with the thief’s level, and the thief gains a few extra uses of it per encounter as he levels. Instead of stances, the thief has “tricks”, at-will move powers that allow him to shift extra squares, climb, sneak, and increase damage after the move. All of these emphasize the thief’s role as a squishy striker, and from my DM perspective, a classic example of the skirmisher monster role. Get in, do a ton of damage, get out. The thief also receives utility powers and skill increases along the way to aid in his thievery.
Races retain most of the bulk of their makeup from their PHB1 incarnations. A nice addition to each race, however, is the inclusion of the PHB3-style ability score bonuses, in that each races has one static score bonus and a choice between two for the second. Dwarves have +2 Con; +2 Str or +2 Wis, eladrin have +2 Int; +2 Dex or +2 Cha, elves have +2 Dex; +2 Int or + 2 Wis, and halflings have +2 Dex; +2 Con or +2 Cha. Humans have the same old +2 to any one. Dwarven Resilience has been converted into a power block, but is functionally the same. Another change of note is the creation of a human racial power, Heroic Effort. Triggering off of a missed attack or failed saving throw, this power gives you a +4 bonus to the roll. Gone is the bonus at-will, certainly due to the lack of at-will attack powers for martial classes. If we are really able to use Essentials and “classic” side-by-side, the question of “which human are you?” will be required at some tables, I’m sure.
The last third of the book details skills, feats, and equipment, including magic items. The skills are explained in full, using the latest errata for each skill, where applicable. A good selection of feats follows, both new and old. A neat feature of the feats chapter is, before the feats are listed and explained, they are categorized for easy browsing depending on what your character’s focus is. This makes for quick feat selection, as you can essentially “collect” all the feats in a given category in order to best specialize yourself. The categories are Armor Training, Divine Devotion, Enduring Stamina, Implement Training, Learning and Lore, Quick Reaction, Steadfast Willpower, Two-Weapon Training, Vigilant Reflexes, and Weapon Training. There’s a few instances of overlap, such as superior reflexes listed in both the Quick Reaction and Vigilant Reflexes categories, but as the categories have no mechanical effect on the game, I don’t view this as an issue. Only Heroic tier feats are present, even though each class build brings you through level 30. I have a feeling there will be additional books which cover higher-tier feat choices.
Basic weapons and equipment are listed in the gear chapter. Absent are superior weapons or implements of any kind. The magic items found at the end of the chapter are all of the common rarity level, and include magic weapons, armor, implements, arms slot, hand slot, head slot, neck slot, waist slot, and potions. The book concludes with a glossary, index, and a blank character sheet, which is the new format found in the Red Box, albeit smaller due to the trade paper format of HFN. I am particularly fond of the new skill layout, which is spliced with the abilities in the interest of quick referencing.
Absent from the book are rituals, which I something that I am actually sad to see go. There is no mention of rituals as class features for either the cleric or wizard, and I’m very curious to see what WOTC’s plan for rituals in general is. They may have been deemed “too complex” for Essentials products, and are being reserved for “classic” products only. We will see.
Most of my review has been about the mechanics presented in the book, as that is the easiest to theorycraft and compare with previous editions. However, one of the biggest strengths of HFN is the flavor. It continues the new emphasis on backstory and “fluff” started back with MM3 and continued with the Dark Sun products. Each and every power, class feature, effect, even feats are accompanied by a short blurb about what the feat gives your character, what the power accomplishes, and why your character has this feat. It is an incredible way to immerse new players and old veterans alike in the game world. Even the races have six or so pages devoted to each, going into detail on the races’ backgrounds, what it means to be a member of that race, and how to accurately portray a member of that race in game. In addition, each class section is built in a step-by-step, level-by-level format, so it is easy to level up and develop your character. Much of the art found in HFN is recycled from older books, however there is a welcome amount of new pieces as well. Each chapter starts with a gorgeous splash page, similar to the previous books, and every picture has a caption chronicling the adventures of the heroes depicted. It’s the little additions of flavor that makes HFN really stand out.
I am still not a fan of the trade paper format. I had the hardest time keeping the book propped open in front of me in order to write this review. In fact, the back cover has already detached from the bulk of the book, possibly from being bent open for a few hours.
Please keep in mind, though, that my copy is a preview, sent a full three weeks early. Full judgement on the structural integrity of the product should not be passed until ship date. Heck, they may have had a bad batch. That’s probably how I ended up with one.
Overall this little book is a welcome addition to my shelf of D&D books, despite the OCD within me wanting all my books to look alike. Maybe I’ll have to start a second shelf for the paperbacks.
Feel free to use the comments below to ask specific questions regarding the book; I’m more than happy to oblige.
tl;dr, right? Holy crap I am wordy.
Is it possible the cover “detached” because it’s one of the paperback lay-flat bindings?
Apparently the cover is attached to another springy sort of “spine” instead of glued straight to the pages…
Unfortunately, no. I added a picture to better explain what happened.
ugh…
Yeah, I know. I would prefer hardcover by far. If this is an issue with all their paperbacks in this format, I don’t think it’s worth saving 10 bucks. We’ll see how the main release of books turn out.
Thank you for the magnificent review Wes. Even though it is paperback, I am very much looking forward to the Essentials Line of product. I pre-ordered the next installment of products – this book and the rules compendium. I am kind of bummed for the limited (quantity) product releases from now till the end of the first quarter of next year.
This book sounds like it has a lot of great stuff! Thanks again!
You’re very welcome! I’m looking forward to the rest of them too, especially after seeing one for myself. If I happen to get an early copy of any of the future books, I’ll certainly preview it here.
Can you post more specifics on the class features/powers of the martial classes?
Rogues have:
-Sneak Attack: When you make an attack with a light blade, a hand crossbow, an shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn. Levels 1-10, 2d6; levels 11-20, 3d6; levels 21-30, 5d6.
-Backstab: Encounter power adds +3 to attack roll and 1d6 damage to an attack while you have combat advantage. Rogues get an extra use of this per encounter at level 3.
-Weapon Finesse: You can use Dexterity in place of Strength for the attack rolls and damage rolls of melee basic attacks. In addition, you gain a +2 bonus to damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
-First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
-Rogue’s Trick: These are the movement powers. All at-will move actions, they have varying useful effects. At level 1, rogues can pick two. At level 4, they get to choose a third, and at level 7, they get a fourth.
At level 2 rogues gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings, an additional trained skill, and a utility power. No attack powers ever. Plenty of utility and expanding on basic features. It seems the philosphy behind them is “just stab it with your dagger, and here’s a bunch of stuff to help you do that”.
Knight fighters have:
-Defender Aura: Turn it on with a minor, turn it off with a minor or just fall unconscious. It’s an aura 1, and every enemy in the aura “takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.” I’m glad to see WOTC planning for aura stacking. This is also an interesting approach to hands-off ‘marking’. In order to punish those who would defy the knight’s mighty aura, they have:
-Battle Guardian: An at-will opportunity action that riggers when an enemy in your aura “either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.” You then get to make a melee basic attack against the triggering enemy, and if it misses, the enemy still takes damage equal to your Strength mod. No mention in the requirements for this power about other marked enemies, even though the aura did. I doubt WOTC would intend knights to battle guardian-ing other defender’s marked targets.
-Weapon Talent: You gain a +1 bonus to the attack rolls of all weapon attacks.
-Shield Finesse: You gain the Shield Finesse feat, which allows you to ignore the check penalty for wearing a shield.
-Fighter Stances: Various stances that let you cleave with each attack, extra damage on each attack, slowing enemies that you hit, push enemies then shift into their square, and bonuses to your attack rolls. Fighters can pick two of these at level 1. Every stance is an at-will, minor action to activate. An extra stance is gained at level 7.
-Power Strike: An encounter power that adds an extra weapon damage when you hit en enemy with a melee basic attack using a weapon. Functions as a “classic” encounter power, and fighters gain an additional use of it at level 3.
At level 2, the knight gets to pick a utility power.
Slayer fighters have:
-Heroic Slayer: You gain a bonus to damage rolls of weapon attacks equal to your Dexterity modifier.
-Weapon Talent: You gain a +1 bonus to the attack rolls of weapon attacks.
-Fighter Stances: Similar to the knight, the slayer gets to pick two stances at level 1. Their stances focus more on dealing damage, extra speed and accuracy on charges, singling out enemies to deal more damage, and taking a penalty to attack rolls to deal more damage. You can see the common theme here. Slayers gain an extra stance at level 7.
-Power Strike: Exactly like the knight’s power strike. Slayers also gain an extra use of this at level 3.
At level 2, slayers get a utility power. No other attack powers to speak of.
>Battle Guardian: (…) No mention (…) about other marked enemies, even though the aura did. I doubt WOTC would intend knights to battle guardian-ing other defender’s marked targets.
I was confused by that one at first, but it turns out the wording of the Aura takes care of that. Marked enemies are not considered to be in your aura, and thus won’t trigger Battle Guardian.
Ah, there you go. An astute interpretation of the rules. I’m even more excited to see one of these in action now.
Firstly, thanks very much for this review and it was really good. Full marks especially for the revelation about the class roles of the other essentials classes, that’s the first I’ve seen of it and congrats for that! I have some questions for you, can you tell me what the superior fortitude and superior reflex feats do?
Does it have any information on item creation, or is this only in the DM’s kit?
Thanks for the kind words! Glad to help.
Superior Fortitude; prerequisite Strength 15 or Constitution 15; you gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain resist 3 to ongoing damage. This resistance increases to 6 at 11th level and 9 at 21st level.
Superior Reflex; prerequisite Dexterity 15 or Intelligence 15; you gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain combat advantage against all enemies during your first turn in an encounter.
(And even though you didn’t ask for it)Superior Will; prerequisite Wisdom 15 or Charisma 15; you gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Powerful stuff. No information on item creation here, just an offhanded “Other rules concerning magic items and their use can be found in the Dungeons & Dragons Rules Compendium.” As rituals do not seem to be part of the Essentials experience, we’ll have to wait for the Compendium or the DM’s Kit to know for sure.
Yeah, I quite like those feats and while they are unquestionably power creep – I think it’s a good thing in this case. Many of these defensive feats become “feat taxes” because not all PCs get equally good shots at having even defenses. Something always lags behind and so having an incentive not to max stats (to go for something like superior will when you’re strength/con) is a good thing. If the game is going to make a player pay a feat tax for something, at least make it palatable by giving them something nice!
Sorry to double post, but what is the text on the expertise feats in the book?
The expertise feats tend to add a +1 bonus to the attack rolls with the weapons associated with the feat, which increase to +2 at 11th and +3 at 21st, and an addition specific benefit for each weapon group. Here they are:
Axe Expertise; you gain a +1 feat bonus to weapon attack rolls you make with an axe. This bonus increases to +2 at 11th level and +3 at 21st level. Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result.
Bludgeon Expertise; you gain a +1 feat bonus to weapon attack rolls you make with hammer or mace. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number or squares you push or slide creatures with weapon attacks you make with a hammer or mace.
Bow Expertise; you gain a +1 feat bonus to weapon attack rolls you make with an bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Crossbow Expertise; you gain a +1 feat bonus to weapon attack rolls you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover and superior cover with weapon attacks you make with a crossbow.
Heavy Blade Expertise; you gain a +1 feat bonus to weapon attack rolls you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Light Blade Expertise; you gain a +1 feat bonus to weapon attack rolls you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Orb Expertise; you gain a +1 feat bonus to implement attack rolls you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number or squares you pull, push, or slide targets of attacks that you make with an orb.
Sling Expertise; you gain a +1 feat bonus to weapon attack rolls you make with a sling. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack using a sling, you don’t provoke opportunity attacks for doing so.
Spear Expertise; you gain a +1 feat bonus to weapon attack rolls you make with a spear. When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Staff Expertise; you gain a +1 feat bonus to attack rolls of implement powers and weapon powers you make with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
Wand Expertise; you gain a +1 feat bonus to implement attack rolls you make with a wand. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover and superior cover on implement attacks you make with a wand.
Thanks very much for the preview! Thats all the feats btw, WOTC has stated that they’re doing away with different tiers for feats. I have a couple of questions about the feats: Are there any multiclass feats in there? And, is Dwarven Weapon Training in there (and if so) has it been nerfed from its current (and some might say) over-powered version? Thanks!
You’re very welcome! And a more thorough look through the feats would have told me that as well. D’oh. Either way, I like the new, evolving feats. No multiclass feats to speak of. Might be too “complicated” for Essentials? No Dwarven Weapon Training either. On that note, no class- or race-specific feats at all. The feats found here are very general, useful to entire groups of classes, races, playstyles according to role and such.
It has been confirmed by WotC that there are no longer tiers of feats. When a feat is only for a particular tier, expect it to have a requirement that makes that apparent, hence only Heroic feats.
Makes sense. In addition to missing that announcement, I failed to look closely enough at the feats until just recently. I am a fan of the new feats evolving with your level. Leaves feat slots open for fun stuff.
thank you very much
That’s a great and informative review!
Regarding highter feats WotC announced that they were not going to do them by tier anymore, instead feats would improve by tier like Superior Will which they showed us through an easter egg preview. I was wondering whether the Superior Reflexes you mention follows the same principle (15 dex or int as requirement; +2/3/4 to Reflexes/free save at begin of turn against 2 conditions)? Is there also a Superior Fortitude?
Final question: are there many reprints amongst the feats?
Thank you! Check out my comment to see the “superior defenses” feats in full. Some basic feats are reprinted, such as the proficiencies, Durable, and Toughness. Lots of new ones though.
Thanks for the review! I’m looking forward to these books – the new class builds and feats look cool, and the lower price tag doesn’t hurt, either.
I’d like to ask about your opinion on the martial classes, particularly at higher levels. Do they get enough new toys to compensate for the lack of dailies? It doesn’t seem easy to balance classes with daily attacks against classes that don’t.
You’re very welcome!
I’m intrigued at the new martial class builds. I’d have to see them in action to pass my final opinion, but on paper it looks like they get plenty of toys to keep up. Plenty of bonuses to their class features, extra damage and whatnot, and new functions of those features. Like I said though, I’d have to see them in action.
Great article!
No, it wasn’t anywhere close to being wordy. Seriously! For what you were reviewing, it was a good length. Keep it up
Thanks! It felt wordy. 2000+ words feels long, but I’m glad at least some of you don’t seem to think so! And I will keep it up for sure, if I happen to snag another early copy of a book.
I’m definitely going to be watching your blog closely to see if you get Heroes of the Forgotten Kingdoms early.
Thanks for the post, Wes. Nice, concise review with lots of good info.
Thanks! I appreciate the feedback!
Just to keep your ego in check, I hated this post sooooo much Mr. Chatty McTypesalot…
Seriously though Wes, great post with great details!
Thanks, Ted. You missed a good session last night, by the way. We went shopping for 111 in your absence.
Thanks for the preview. I really like that feats now don’t seem so tied to race and class. One thing I disliked about many of the feats provided in non-Essential 4E books was that many seemed like great general feats but seemed needlessly restricted in usefulness to sometimes very narrow race/class combos.
Yeah, the new feats are very general, and useful for just about anyone. While I was a fan of many of the older specific race/class feats, there were just too many to pick from. Without the Character Builder, it was nearly impossible to browse through all the potential class, race, and general feats your character was eligible for. The new generalized feats, in combine with the categories for easy browsing, will make rolling characters and leveling them up that much simplier.
On a far more subjective and debatable issue, what do you think of the power levels of the new classes in essentials? For example, how do you feel the knight compares to the original PHB fighter and the slayer to – well just strikers in general. Do you feel these classes will be competitive with other PHB classes? How well do they scale into paragon and epic tier? I’m still confused how they are supposed to compete at high levels.
Well, first of all, I haven’t had much personal experience with higher tiers of play, so I’m hesitant to comment on that. On paper, they look underpowered, but it may be due to the lack of power blocks on the pages. They just feel light at first glance. Reading into some of the ways that their core class features are augmented though, I could see balance being achieved. The slayer lacks a “curse/quarry/shroud/sneak attack” feature, so that worries me a little. They do get the extra Dex mod bonus to all damage, which would probably be around +3 or so for a level 1? That’s about average on a d6 roll, which is what most of the other striker damage buff features work off of. And the slayer gets this always, not just on cursed/quarried/CA’d targets. Feels like a fair trade-off when I think about it. As far as the knight, it really seems like a hands-off approach to defending. Just keep the monsters next to you and let your aura and battle guardian take care of the rest. They’ve got a few stances that slow enemies, or prevent movement, so that’ll help keep the bad guys close by. In theory, they should be on par with most other defenders, if not about a half step above some (I’m looking at you, paladins). The knight’s damage output seems decent too, with access to the same power strike attack the slayer has. Really though, their strength will lie with their stances, which will be great utility features, I think.
My greatest problem with figuring that out would be ever getting anyone to actually play one of those classes. Most of my players have been playing 4E a while and love having options to choose from.
Thx for the preview!!
My question is if there is no rituals how you can resurrect players and enchant items?????
Thank for the review. Lots of good detail.
Would you be willing to share the details of the 3 different Wizard schools?
Excellent review! It was a great read, and as a side note, I’m glad to see a return to a druid/leader like I remember from 3e. Could you tell me more about the wizard spellbook? For instance, does learning encounter powers and entering them in your spellbook work similar to how daily and utility powers work now? Do you still learn two at every new junction? Also, would say a 9th level wizard just choose any three daily and encounter powers he knows, or are they still restricted by level like they are now?
Now THIS is a review!
I’m a little late for the whole 4E party, but you’ve nudged me over the fence to give these books, etc a try. Keep up the great work!
Ciao!
GW