Loot from casino: 8 matching goblets, western glass crystal glass shards equivalent to 2 more goblets the following gambling chips, actual value (before any black-market losses) approximately equal to face value * 11 yellow, 1000 GP each * 20 red, 100 GP each * 14 black, 50 GP each * 19 green, 10 GP each * 25 white, 1 GP each Total face value of the chips (which is what Casey said we got): 13,915GP, or a touch under 1740 each. GP value of recommended treasure parcels for a group of five level-2 characters is 5360, or 1072 each. Assuming Casey doesn't revise downward, we can each afford a pair of level-4 magic items, or a level-5 and a level-3, or a pair of level-3 and a level-2. ------------------------------------------------------------------------------- Unarmed Strike feat 1) Casey originally gave it Reach 1. I suspect this was due to unfamiliarity with 4th Edition terminology. If your movement leaves you one square shy of being able to stab someone with your sword, just punch him instead.. um... Let's forget Reach, okay? 2) Casey describes the weapon as in group Unarmed and with the property Offhand. But he also said it can be used with any (melee?) power with the Weapon keyword, and let Assad do Sneak Attack damage which normally requires a Light Blade. There are reasons why Wizards puts each weapon in not more than two groups, and even that only if one of the groups is "pole arm" or it's a superior/multiclass weapon. Also, consistency makes life easier. If the "weapon" counts as a certain type for powers, it should count the same for feats and class features. Each class is a unique combination of features, feats, and powers, and it would be difficult to construct an "it-counts-sometimes" arrangement that treats all classes evenly. I suggest that each player be allowed to choose (individual variations in training): a) Unarmed Strike is usable with either two-weapon powers or two-handed-weapon powers, but not both. b) Unarmed Strike is part of any one weapon group, but not Pole Arm or anything ranged or thrown. This is actually a pretty powerful arrangement (better, as an add-on to a non-monk, than the monk's unarmed strike would be), but I think this is what it takes to allow all our melee characters to use their powers. -------------------------------------------------------------------------------- Bonuses: +2 Fort is equivalent to the Paragon feat Great Fortitude. No problem there. The suggested strength bonus is +2 to strength but only for purposes of melee attacks. This is hard to work into the character sheet, particularly with the Character Builder, and also doesn't do much for non-strength-based attacks (Assad, for example, with his suite of dex- based powers). When it applies, it works out to +1 to hit and +1 to damage on attacks that get stat bonuses. One easy partial fix would be to just give +2 to strength. But that applies the bonus to a number of skills, heavy thrown weapons, and some other situations, and still does nothing for Assad. And it would also give another +1 to Fortitude, for any character with more Strength than Constitution (most to all of our melee guys, and possibly some of the casters too). What I think is a narrower fix: A) Weapon Focus (+1 damage) Unarmed Strike. B) Weapon Expertise (+1 attack) Unarmed Strike. This is immediately somewhat less powerful than what Casey said, because it wouldn't apply to other melee weapons; but it gives the damage bonus to attacks that don't get ability-modifier damage, and also satisfies the prerequisites for Weapon Master which applies the same benefits to all weapons - including ranged weapons - the character is proficient with. That is at least a plausible compromise. (Casey: The current scenario inherently favors melee combatants over casters. Sometime after it's done, can you give the casters a chance to show off?)