Tuesday, 6 November 2012

2 New D&D 4E Movement Types

D&D 4E Gains More Intuitive Rules for Flying and Vehicles in Combat

The core rules of the D&D 4E game don’t afford much support for vehicle movement in combat. It’s not even mentioned in the D&D 4E Players Handbook. Not until the release of the D&D 4E Adventurer’s Vault were players even capable of encountering vehicles in combat. The rules provided, despite being quite complicated, don’t model vehicle movement as most players would recognize it.

Much the same can be said of the rules given for flying in the D&D 4E Player’s Handbook. The flying rules of standard D&D 4E merely enable creatures to move as normal but in three-dimensions. That’s not much of a flying rule at all.

Enhanced 4E: Combat in Motion provides players with richly detailed, simple-to-use rules specifically designed for flying and vehicles in combat. The system is intuitive and movement is made using the same combat actions employed by all other creatures: Walk, charge, shift, etc.

  • Cruise: Vehicles move just how you’d expect them to, accelerating and decelerating over time and turning in wide circles.
  • Soar: Flying creatures also move the way you’d imagine. A single rule covers both flying creatures that glide and those that can hover.

To purchase your copy of Enhanced 4E: Combat in Motion, visit Enhanced4E.com. Available in both print and eBook editions!


Friday, 2 November 2012

4 New Effects for D&D 4E Terrain


D&D 4E Terrain Gains Greater Tactical Depth

In the standard D&D 4E game, targets can gain concealment and cover from the terrain environment, depending on the target's position relative obstacles and visual obstructions. That’s about the only advantage terrain can offer a target in the standard D&D 4E game world.

Enhanced 4E: Combat in Motion more than doubles the richness and depth of the D&D 4E tactical environment. Targets may now have Concealment or Cover or any of the following attack modifying advantages or disadvantages, when positioned in the right (or wrong) place:

  • Higher Ground: Stay above the fray to increase your Armor Class and Reflex defense.
  • Lower Ground: Don’t let ranged attackers get the drop on you!
  • Support: With your back against the wall, your Will grows stronger and your Fortitude, more determined.
  • Precarious Position: When engaged in close combat, keep back from the edge at all times.
Where you stand has now much greater influence on combat outcomes. During combat, you can choose to move toward areas that increase your odds and away from areas that endanger you or advantage your opponent. Conversely, following an enemy into the wrong area can suddenly put you on the defensive. 

Ranged attackers naturally seek out an elevated position while defenders may themselves prefer a higher, more defensible platform to boost armor strength and reflexes. Walls and environmental obstacles can increase a target's resistance to destabilizing, psychological effects---by reducing the target's relative isolation or offering it physical support when it might otherwise be dizzied or stunned. Difficult or challenging terrain can make a target less capable when engaged at close quarters. 

In the world of Enhanced 4E, knowing your opponent's relative strengths and weaknesses can help you decide where best to make your stand and when at last to make your move.

To purchase your copy of Enhanced 4E: Combat in Motion, visit Enhanced4E.com. Available in both print and eBook editions!

Monday, 29 October 2012

10 New D&D 4E Combat Actions

D&D 4E With Enhanced Drama & Tactical Depth

The standard D&D 4E core rules provide just 20 general combat actions. These are: Use an Action Point, Aid Another, Basic Attack, Bull Rush, Charge, Coup de Grace, Crawl, Delay, Escape, Grab, Opportunity Attack, Ready an Action, Run, Second Wind, Shift, Squeeze, Stand Up, Total Defense, Use a Power, and Walk. That's the full menu of what you can do in a D&D 4E combat encounter.

Enhanced 4E: Combat in Motion, by adding 10 new actions, increases the tactical depth of the D&D 4E game by a whole additional half.

The 10 new D&D 4E actions of Enhanced 4E: Combat in Motion make table-top combat more dramatic and more involving. Some actions, for the first time, enable D&D 4E gaming groups to model on the battle-grid options and scenarios hitherto present in the imagination but omitted from the core rules. Other actions empower D&D 4E players to act more often and with greater flexibility than the core rules alone allow. These new actions make D&D 4E combat faster and keep players engaged even when it isn’t their turn. Even when targeted by an attack, Enhanced 4E players may take actions that impact the outcome of the fight.

The new combat actions of Enhanced 4E: Combat in Motion are as follows:
  • Sprint: Running no longer makes you an easy target.
  • Halt: Instantly returns you to a motionless state from high speed and in-motion.
  • Interdict: Ranged attackers always have a missile ready when an enemy makes a run for it.
  • Outpace: A charging enemy can’t so easily catch you flat-footed.
  • Ripost: Make multiple melee basic attacks per round.
  • Evade: Retreat to reduce damage when your Armor Class or Reflex defense is targeted.
  • Press: Keep that evading enemy on the defensive.
  • Brace: Reduce damage when your Fortitude or Will defense is targeted.
  • Collapse: End the tyranny of automatic damage (players, monsters and minions now must be “hit” to be reduced to zero Hit Points).
  • Cower: When all else fails.
Of course this list but scratches the surface of how each of these actions can be employed in-game.

To purchase your copy of Enhanced 4E: Combat in Motion, visit Enhanced4E.com. Available in both print and eBook editions!

Enhanced D&D 4E

For D&D 4E, The Next Generation of Dungeons & Dragons Has Arrived.

The Next Edition of D&D is 4th Edition, Enhanced.

Enhanced 4E: Combat in Motion is a bold, new reinterpretation of the D&D 4E roleplaying game.

Enhanced 4E: Combat in Motion is an expanded rules module that takes the basic game to a whole new level. Leaping ahead of the next, 5th Edition of the game, Combat in Motion introduces to D&D 4E revolutionary concepts never-before-seen in table-top combat.

Beautifully illustrated and extensively beta-tested, Combat in Motion is certain to become an essential part of your D&D 4E experience. Once you own it, you’ll be sure to keep it at your gaming table alongside the D&D 4E Players Handbook and the D&D 4E Dungeon Master’s Guide.

Features Include:
  • 10 New Combat Actions: All players and monsters joined in Enhanced 4E combat gain access to an expanded menu of general combat actions. Many of these actions can be taken at any time – on any creature’s turn.
  • 4 New Terrain Effects: Creatures and targets in Enhanced 4E don’t just have cover and concealment. They exploit the environment for every advantage.
  • 2 New Movement Types: Expanded rules for flight and vehicular combat create thrilling high-speed chases and terrifying aerial duels.
  • 1 New Motion State: Combat in Motion is all about movement. And now, for the first time in any table-top RPG, creatures and monsters can move uninterrupted, through multiple actions over multiple turns, chasing and racing one another across the battle-grid in smooth, seamless motion. 
Visit the Enhanced 4E Web site for more information.