Wizards Lets Loose The Cool

Wired has posted an exclusive preview of the 4th Edition Character Sheet, which I have to say I’m happy to see. Since playing Keep on the Shadowfell, all of us were very concerned because the pre-generated character’s stats were hidden way down at the bottom of the back of the page. We assumed this was because they had already been added in to everything, but we felt there was a huge disconnect with a character simply by not having their key stats front and center (well, left-aligned), and we were all very scared that the standard character sheet would hide them on the back as well. Thank god that is not the case!

Wizards has also released a web-exclusive sixth pre-gen character for use with Keep on the Shadowfell, and it happens to be exactly what I wanted! A Tiefling Warlord! Edit: He also happens to be cross-classed Warlord and Wizard, so that at second level he gains the 1st level Wizard power Scorching Burst.

While ENworld is showing an image from Scott Rouse’s Cubical of Elemental Evil which shows an adventure module for 3rd level characters titled Treasure of Talon Pass, I’m much more interested by another one of the images.

The Cubicle of Elemental Evil

What’s that in the lower right-hand corner?

Uh oh! I can hear the haters screaming already, “How dare the Rouse play World of Warcraft! It’s tainted all of the Wizards staff minds!”


  1. I was hoping for something a bit better with the character sheet, since they did such a nice job designing the page layout (finally, some white space!) I’m still convinced I’ll have to make my own power cards, though, which include things like “Charge” and “Opportunity Attack” rather than consult this for my basic attack and add numbers.

  2. Original Sultan says:

    Looking at the 4e character sheet you can glean some valuable insights into how the system will work. For instance, the modifier for each of your ability scores is the same as in 3e + (1/2 x level, rounded down). So for this character, who has a strength of 20 (which equates to a base ability score of +5), and is level 15, the strength ability score is 5 + (1/2 x 15 = 7.5 = 7) = +12.

    Additionally, it appears as if armor class and all saving throws advance at this same rate rather than on a class-by-class basis. The formula words like this: 10 + (1/2 level rounded down) + ability score [or armor bonus, for AC] + other modifiers (e.g. magic, misc., etc.).

    So this character has an AC of 34: 10(base) + 7(1/2 level) + 15(armor bonus) + 2(misc).

    The thing I found really interesting was that for each saving throw (fort, ref. and will), the ability score used could be any of 2 ability scores. For example, the fortitude save (actually fortitude ‘defense’) ability this character has is 5, which is his base strength ability modifier – NOT his base constitution modifier. So it seems as if characters can choose to take the highest of their strength OR constitution modifiers for their fortitude defense, the highest of their dexterity OR intelligence modifiers for their reflex defense, and the highest of their wisdom OR charisma modifiers for their will defense.

    Looks like everything is based on this + (1/2 level rounded down) system – ability scores, AC, defenses, attacks, even skills.

    It also looks like the ranks system for skills is gone, as the base ability modifier + 1/2 level is used for all skills. Instead, it seems to have been replaced with a proficiency esque system that allows the character to choose several skills that he/she is ‘trained’ in, which provides a +5 bonus to the check.

    The character sheet also has some racial abilities of Dragonborn and the names of several feats, most without descriptions.

  3. Yea, we actually already heard that the Base Defenses (reflex, will, fortitude) would be choose the best of two stat bonuses. You are also correct about the level progression every other level ups your attacks, defenses, initiative, and skill check modifiers.