Raiders of the lost rules
Last week I finally got around to see the new episode of my favourite trilogy (well, now it’s not a trilogy anymore). I guess you have heard about it, the main character is a history professor who is always searching old and famous artefacts. The one with the whip. Yeah, right! The movie was OK, the performance of the actors was above average, but you know, when a sequel is published, your expectations are raised.
But last week happened a lot more than me watching a movie, the 4E Warlord Rules were finished! (And yes, you will be able to read them)
At the beginning of the design process, every design team member got a task (such as Playtest Coordinator) and I gladly took the job as the new Rules Team Coordinator.
Yes, you heard right, the junior on the team (“Don’t call me junior!”) got the Rules part.
No need for panic, the Rules team itself consists of way more experienced and qualified guys.
4E is a sequel, too. Thus your expectations are raised as well, and the rules were always highly discussed and criticized, so our main goal was to streamline the status quo. We did that. But I guess these changes are not as interesting to you as actual game play changes.
So, what changes you’ll be able to find?

Planar
There were always problems with Astral and Ethereal. These two traits have a very similar meaning, and one of them (Astral) caused a very serious problem. The basic Warlord rule “A 20 always hits!” doesn’t apply on astral characters.
So, from now on, all Astral/Ethereal characters lose these traits and gain Planar: Odd die rolls against them miss. For Open play, all Astral/Ethereal characters are considered to be Planar. Uriel finally can equip Winter’s Ring without vanishing from the Accord once and for all. Apart from the angel’s delight for jewelry, this makes the game a little bit easier to understand. A 20 always hits!
Charisma
“You hit me with your axe! I’m such a charismatic person, see again whether you really hit me!” While characters like Kerebrus certainly are quite scary to oppose, the logic behind rerolling opposing die rolls with Charisma eludes me. From now on, Charisma will be
Charisma — React: Once per turn, after another character you control within one rank makes a die roll: Succeed with a Charisma check (DC 20) to force the character to re-roll the die roll.
To maintain a certain amount of logic in a game is nice, though this change was made merely to balance and avoid negative play experiences. Some players just don’t like to reroll a good die roll. I certainly don’t.
Searching for treasure
At the end of my very first Designer’s Diary I want you to become Indiana Jones. Read the rules and search for more new features. If you’re persistent as Mr. Jones, you might be able to find an alien skull as well.
Tags: Ghed Lionel, Indiana Jones, Rules








June 17th, 2008 at 10:03 am
Now stealth is finally perfect, thank you “junior” Rules Team!
June 17th, 2008 at 10:53 am
SEVEN FACTIONS???
The Chosen???
I can’t believe it…
June 17th, 2008 at 11:03 am
and Thirdvampire found the alien skull
June 17th, 2008 at 11:07 am
Can I sell it on eBay?
June 17th, 2008 at 12:04 pm
lool you tagged Indianer Jones
June 17th, 2008 at 12:13 pm
wow…you let the useles cries of whining get to you over the years about Astrals and 20s……..it was a simple concept….you needed Odds to hit Astrals…a 20 isnt odd
are you cracking under pressure
June 17th, 2008 at 12:41 pm
no, we are not
astral and ethereal have the same mechanical effect, one is stronger (Astral) and there is no need for two traits with one meaning
June 17th, 2008 at 1:35 pm
I would have hoped for a change in the “action” terminology too: two different terms for two different things (action cards and actions in general). Also keeping the zero effect rule can be risky, imho.
Still, good job with the planar and charisma stuff!
June 17th, 2008 at 2:06 pm
i agree with tyra, two same traits one stronger than the other is kinda unorthodox.
i also agree with the change of rules in the charisma feat.
nice… i am looking forward for the dwarven week…
June 17th, 2008 at 3:44 pm
Online Comic? With art? Yay!
Omrac, don’t you ever have anything positive to say?
June 17th, 2008 at 3:51 pm
So, you can attack your own characters any time now. Makes sense.
June 17th, 2008 at 3:56 pm
Nevermind, that was just for melee strikes, like always.
June 17th, 2008 at 4:45 pm
Nice new rules… you even cannot have three Selenns in one deck anymore ^^
Order Phase is now Decree Phase, but Loyalty Penalty seems to be the same.
Ah, and the “Two Weapon”-rule is perfected now
I don’t know if thats new, but you can ready stunned steeds with the riding feat
June 17th, 2008 at 5:15 pm
Is this game online now too?
June 18th, 2008 at 4:31 am
No more stun wounds? Awesome!
Charisma, after “another character?” I can dig it… Poor Bascia!
Planar? Much better!
Zero Effect? At the start of the format, I don’t foresee any issues, however, if not careful, could be problematic and confusing as new sets come out!
And I don’t think the “Action” terminology is not specific enough… We as players (I hope), understand the difference and can explain it simply to new players… : )
June 18th, 2008 at 5:11 am
Actually bascia doesn’t lose much of anything, just means that she might want to swing /shoot with those clerics, mages, etc.