This suggests that there will be no "conversion guide" for converting older campaigns to 4e as there was for 3e.
Same article suggested that while difficult rule sets such as "grapple" will be vastly simplified, there are other "useful" common rules (such as DR and AO) that are either done away with or nerfed.
Also:
Levels run from 1-30; these levels attempt to capture the feel of the "sweet range" of 3E, which is levels 7-14.
1-10 Heroic: foes are orcs and ogres, some giants, small dragons. Adventures tend to be local.
11 - 20 Paragon: on par with the current low to mid teens right now. Bigger threats are faced that might threaten a kingdom.
21 - 30 Epic: world or planar threats.
Fewer than 11 core classes -- Although two PCs may serve the same role, they may do it in different ways. (Like fighters with different styles.) The roles are geared towards combat; a PC's non-combat aspects can differentiate him further. He also said that they are still considering the possibility of there being a class or two that doesn't quite fit the four "roles". The four "roles":
Defender: fighter & paladin classes
Leader: cleric & warlord classes
Controller: wizard class
Striker: rogue & ranger classes
Fighter, Cleric, Rogue and Wizard definitely stay (multiple mentions and examples). Also mentioned Barbarian, Paladin and Ranger. Mentioned that wizard and sorcerer won't merge. Sorcerer will be different from wizards in more ways than just resource management. Monk and Bard are likely to be discarded completely.
Character Powers are to be sorted into at will, per encounter and per day abilities.
Spellcasting has been munchkinned: less focus on "prepared spells"--from an interview, a wizard who uses all his prepared spells will be at 80% power. Also: "A wizard will never completely run out of spells. They can run out of their 'mordenkainen’s sword, however'."
"Buff" spells will be of drastically changed duration.
Fireball will no longer do 1d6/level.
It will not cost XP to create magic items, and will be much easier for a caster to do.
There will likely be no "Fort save or die" from massive damage, unless it reduces you to -10 HP.
Confirmation rolls for critical hits possibly will go away.
And then this: "Social encounters. For those who don't just want to RP such things without some mechanical impact, the game has rules for non-combat encounters. The example given was social interaction. Unlike 3E, where negotiation amounts to a single Diplomacy check, it's treated almost like a combat in 4E. I make a skill check, but I also tell the DM what/how I'm doing. The opponent responds with behavior (and a check) of his own. I counter with a new check, and new words. And so forth."Statistics: Posted by Boric Glanduum — Tue Aug 28, 2007 3:17 pm
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