Coinciding with the release of Heroes of the Fallen Lands, Wizards of the Coast has compiled a document with all the game rules, feats, powers, items and features that have been modified by that book. The list is 5 pages long, though most of it is taken up by the revised Wizard attacks (of which there are a lot) and to add rarity to existing magic items. For those concerned about stealth edition changes or whatever, it is true that a few of these changes weren't strictly necessary, but I sincerely think that most, if not all of them, are an improvement. Most importantly, though, the document (available for free) includes all necessary information to play with the upgraded stuff.
Curiously, this is only a fraction of this month's Rule Updates, which will come out "in the near future". It seems an effort has been made to prevent any further confusion (of which there has been plenty!) on how Heroes of the Fallen Lands interacts with previous books.
Changes of note include:
- A lot of Wizard encounter powers reprinted in the book gain miss effects.
- In addition, some Wizard classics have received additional tweaks. Lightning Bolt is stronger and more straightforward, and Fireball... gets an extra d6 damage. Ok, at least they tried.
- Strangely, nothing is said about adding Evocation, Enchantment or Illusion as keywords to wizard spells.
- Sneak attack is confirmed as 1/turn, rather than 1/round. Rogues are the Warlord's best friend, now.
- Rapier becomes martial! This is great news for small melee characters.
- Some races have the option to choose different ability score bonuses. Humans can take a racial power instead of a third at-will.
- Implement proficiency has been streamlined.
- The horribly broken wizard daily, Visions of Avarice, has finally been fixed.