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You are missing the point. Sites like Canonfire are not edition specific and never needed to be. You could write for a particular edition if you wanted to, but that only mattered for stat blocks and maybe a bit for the BECMI crowd. Now discussions there and other similar places are going to need to think about it. If a post comes in asking about eladrin, the first response is going to have to be: "uhh, do you mean the eladrin as celestials or the eladrin as faeries?" And you are gonna have folks who only play 1, 2, or 3 posting information that conflicts with what the only plays 4e guy is saying. And you'll have the same problem when someone asks about Pelor.. do you mean the GH Pelor? The 3e PHB Pelor? The 4e PHB Pelor? Because they aren't the same. Cannonfire has a whopping 4500 people registered in the forums, and those forums are already divided into 1E & 2E, 3E, and 4E sections. Even in the download sections they note the edition for various material (such as adventures). Not that I exactly foresee a torrent of eladrin/archon articles flooding the site. Again, if someone wants to post about 4th Edition eladrin, they can do so in the 4th Edition portion of the site. Otherwise, drop it in the other parts of the forums. That could have been easily avoided but they didn't bother. They even said it was essentially laziness in the case of the gods' names/design. Yes, it was probably extremely easy, but they were so busy high-fiving eachother on how they are bilking us out of money by making the game unplayable without laptops and a DDI subscription to be bothered to make a fun, functional game. Oh, and I pointed out that the in your face aspect was unintentional. But there are still a lot of folks who reacted just like that. WotC may not give a rat's behind because quite a few are the sorts who probably wouldn't be going 4e anyway. But you really think its not going to cause needless problems for the people who run and post at Planewalker.com, for instance? People who actually think that Wizards has "faced" them are taking it way too seriously, or are likely easy to offend.
It's obvious. What I mean by "tons" is everyone, from real life to message boards, loves multiclassing. Even the designers did it and ENCOURAGED it throughout 3rd Edition. You saw all sorts of characters and creatures, and that's what made 3rd Edition so fun, cool, and flexible. Not everyone multiclasses, and certainly not everyone likes the way multiclassing works in 3rd Edition. I myself dislike the fact that its extremely punishing for any class that has something like spellcasting (which includes psionics, maneuvers, utterances, etc).
To restrict multiclassing to this horrible hack, I believe, is only going to anger those very same people. I wouldn't even call it multiclassing, more like "dipping". That's not multiclassing and people are definitely going to want that back. I actually like this new method, which disproves your claim that "everyone" likes the way 3E does it, and thus "everyone" will hate this method. The way I see it, this is helps to ensure that what you multiclass into is powerful enough for your level (since all powers scale appropriately), you arent swamped with more powers than you know what to do with (since you essentially are enabling yourself to choose your new abilities from two classes instead of one), and its less prone to power abuse. Personally, were I playing 4E, I'd do it the way 3E did. If you're a Warlord level 5, and hit level 6 and want to make it a Fighter, then I will grant it and all abilities for the 1st-level Fighter. I suppose you could do that and it could work out pretty well, since you can only "know" a set number of powers based on your level. I think Mike Mearls came out and said that if you really wanted, you could theoretically allow players to pick powers from other classes and it would work out mostly okay.
I believe a ton of people will do that. I dont think so, as your model would likely break the game in the following ways:
I mean, this would anger my players even more if I personally ended up going 4th. I have a player with a Paladin 8/Fighter 2/Cavalier 5. He's worked and advanced as a paladin to a specific point, became a master at mounted combat and riding, and slowed progression of his rise through those two to increase his combat capability. That's how he sees his character and it was all set on heavy RP and story development. So, he basically plays a paladin with fighter training, and then you give him some kind of mounted paragon path? Or better yet, he can just stick with paladin and go into a mounted paragon path. Of course, since people cant actually guage a character's exact class/level distribution, he could just as easily go paladin and some other paragon path entirely, but spend feats on mounted stuff.
My group is going to LOVE this, as they can now spread out their character without fear of having a character who barely scrapes by. I have a another who has a Ranger 11/Fighter 1/Shadowdancer 2/Tempest 4. He's a ranger of Mielikki, who slowed advancement in his path to learn new fighting techniques, was stranded on the Plane of Shadow and developed shadow-abilities upon returning to the Material Plane (hence the Shadowdancer levels) and is becoming a two-weapon fighting master (through Tempest) beyond what other two-weapon fighters could accomplish. He's known as the Ranger of the Shadows, able to hide as if he were invisible and even in plain sight within dark areas. I can go on, but you get the point. So...ranger with some rogue powers and that ranger paragon path that makes you better with two weapons? Perhaps a ranger/rogue with a paragon path centered around a shadow-theme. Again, how can anyone tell that you dont have that one stupid fighter level? I would daresay that this would be dipping. 3E allowed these awesome concepts through their balanced and unrestrictive multiclassing rules. Ah, but they ARE unbalanced and restrictive. There are some concepts that just dont work (unbalanced) and thus people dont do them (restrictive). A fighter/wizard is a prime example of this. Sure, you can get halfway decent with it, eventually. Maybe.
4E is destroying this. You can't even accomplish half of what those 2 characters have with 4E rules and probably never will, at least not without house ruling a bunch of things. Not really, without knowing the full rules I just illustrated a way to get the point mostly across. Not bad, especially for a game with drastically overhauled mechanics.
Playing 4E, they'd have to trash their characters because 4E doesn';t allow the flexibility needed to bring those characters back. I wouldn't call this "Multiclassing", it should be renamed "Class Dipping" cause that's all it really is. I disagree. I’m strongly considering converting my Age of Worms campaign to 4th Edition, and I have a cleric/divine mind/divine theurge, bard/seeker of the song, and artificer to contend with. There was a guy gunning with a conjuring sorcerer, but we can just go wizard with the Cha modifier as well.
The basic concepts of the characters will carry across, and everyone ends up happy. And you guys say that's a GOOD thing? Funny. And you DON’T think it’s a good thing? Funny. What else is destroyed in D&D next, I wonder? Oh yeah, it's not D&D, I forgot, it's W&D (Wizards&Dragons), cause it sure as heck ain't the D&D I know for the 12 years I've played it. Enjoy your MMORPG on paper folks. You see these things as destroyed, but most of us don’t. You have an edition of D&D that you are apparently perfectly happy with, and no one here is showing up to mock you and your “crappy Edition”. You have perfection, I guess, but still aren’t satisfied with that? 4th Edition IS the new D&D, get over it. I was going to continue with Pathfinder, as it seemed pretty cool. However, I realized that my play schedule is only weekly, and since Wizards is beginning to publish their own modules now, I'd rather stick with them instead of getting stuff from Paizo that I have to spend time to convert over on top of normal routine planning.
bugleyman wrote:
Whenever Razz says "lots" or "tons" or "everyone he knows", I presume he is just referring to himself and his circle of gamers. Definitely not the majority body of gamers: not anywhere close. Antoine7 wrote:
Thats my thought as well. Playing a character that emphasizes the concepts of that class combination will not only still be feasible, but also likely much more functional as well. Of course the concept of a rogue/ranger/fighter is made even easier if you choose the two-weapon style ranger, which still exists in 4th Edition, since the rogue and fighter are likewise melee-oriented.I was kind of concerned about that initially. I thought, "A lot of these powers are basically deal damage and perhaps do something else neat." When I compared the attack powers to the options that classes get in general, I quickly realized that EVERY class has stuff that does basically the same thing.
I'm no longer concerned that some classes might have very similar combat powers. I'm sure that more than one is going to be deal X type of damage and push creature one square. Thats totally fine by me. After all, there are only so many different things that they can use, but its still more elaborate than what 3rd Edition does, which could be summed up as "make attack rolls back and forth until the monster dies."
hogarth wrote:
I know that a few people are upset about the powers that are doled out to every class, but the way I see it is that even a fighter getting all of two unique attack forms each round (such as Tide of Iron or Cleave), its still three times as many choices that they would otherwise be choosing from (including the basic attack that most fighters just end up doing anyway). So, if the players are going to just sit there and say "I use my encounter power that deals X damage and does Y", they were probably just saying "I attack" in 3rd Edition. If players are more into the game, or the DM is into describing the action, then its probably going to be just the same, if not more so because the DM now has variations to work with.For example, a DM can describe a basic attack as a sword slash, but if the character uses Tide of Iron, he can now describe the shield bash effect and have it actually DO something. Mormegil wrote:
Ah, I'd forgotten about swapping your paragon path. I dont expect Razz to actually acknowledge this counterpoint, except perhaps to say that well, you still cant play a fighter/ex-monk/rogue/wizard. You can only dip in ONE extra class. And only dip. These rules are stupid. I know a ton of people who will simply ignore this style of multiclassing and go back to the way it's supposed to be done in 3E. No one I know "dips" into a class. And many people I know grab more than one, to better suit their style of play and character. Why do you think the rules are stupid? Remember that characters have the same progressions when it comes to attack bonus and Defense increases, so all thats left to really tackle are class-specific powers.
These multiclass rules are RESTRICTIVE. If I want a Ranger 5/Rogue 5/Fighter 10, I should be able to have that. 4E is becoming as restrictive as 2e, it seems. No, they are not. They are far more flexible than they were before, as now it opens the door for constructive and effective multiclassing between spellcasting classes. Actually, ANY class combo has no become not only viable, but useful. This means that a tactical wizard can take warlord powers and better control the flow of combat, or a cleric devoted to some god of stealage can pick up rogue powers to help represent that. A fighter could also better fit the assassin mold by taking rogue powers.
I am surprised some of you even like this, because I know tons who will hurl at the sight of this. There's no point in multiclassing in this game anymore with those rules. I'm surprised you dont, because I know a ton of people who will absolutely LOVE this, as they can now play a character with spellcasting utility and actually be good at it.
I really like this, as it does exactly what multiclassing is intended to do without allowing for overpowered combos or characters that are just too crappy to function properly.
It also helps alleviate the complaints of, "It took my character years to become a wizard, how come Bob the Fighter got all the same spells I did in only a few weeks time?!"
I dont mind the one-class limitation, either. I cant think of many people who spread themselves out into more than one other class anyway, not counting prestige classes. Antioch, The only problem with them recycling the names is that you are creating a generation gap in communication. Maybe you only talk to folks playing the latest edition, but there are lots of places where folks playing a variety of editions of D&D mingle. The fact that eladrin used to be celestials and now are faeries... or that archons used to be angels and now are elementals... is that every time I want to talk about archons or eladrin in a post or article, I now have to specify what I'm talking about. That's never been an issue before. Writing edition free fan articles is now much more difficult than it was before. Until 4e comes out, I can write a 'fluff' article and post it on canonfire and it'll be equally useful to a 1e, 2e, or 3e guy. In the future, I'll have to add a bunch of verbiage to cover 4e as well. That's annoying. They could have stopped using the old stuff and come up with new stuff and that wouldn't have been a problem. Now you can argue that WotC shouldn't care about that and you might be right. But its just a needless 'in your face', intentional or not, that is going to be a constant annoyance going forward. Assuming that you were writing something for prior D&D editions, and the material happened to overlap, you could just as easily distinguish it by citing the relevant edition somewhere in the article's title, subtitle, or somewhere near the top.
Now, assuming I am regaling an game story to some friends, I'd just say what I already do now, opening it up with, "I remember back when I used to play 2nd Edition..."
Finally, you could look at the new naming conventions as an "in-your-face-thing", if you want. I dont see why you would, as I doubt that Wizards had any kind of baleful intention behind removing past symmetries for the same of symmetry and keeping some need-sounding names for other, more unique things. Most of those changes between older editions were mechanics. Mechanics changes are not a problem. And yes, I would have preferred that they didn't turn eladrin into a type of elf and archons into a type of elemental and so on. If they were similar things with different mechanics it would have been better. I disagree. I think when it comes to mechanics and background, that mechanics pose a larger problem during transition between editions, as it requires players to learn new things, forget old things, and can cause problems as players attempt to remember the "right version" of the rules they are dealing with.
The reason I dont have a problem with altering background material is because D&D is a sandbox game. Many groups run their own campaign settings that deviate from the implied setting of the books themselves, or use published campaign settings that ALSO deviate from the implied setting.
And it may well prove that they have all this cool non combat stuff hidden away. I just find it very odd that after all this time and all these revelations, next to none of it has made an appearance anywhere. That strikes me as speaking volumes about what they think is important. They're doling out various crunchy bits that we are familiar with, to give a good comparison. They threw out the rogue class so we could compare and contrast to the old rogue class. The same goes with feats, paladin abilities, and monster stats. This gives us an idea of how things will differ from the old edition.
I'm well aware that most people prefer to play D&D as a combat intensive game. Its one of the reasons that I hardly ever buy D&D modules and don't subscribe to Dungeon magazine. Well, since 4th Edition openly supports non-combat challenges right out of the gate, then it should appeal to you moreso: you could more easily design entire adventures without combat and still accurately challenge and reward players. However, I think you have no basis for saying that "most" people seem to like the changes. Neither of us knows what the majority of folks think about that. Most of the folks still posting on this forum after the pathfinder announcement maybe... Not really sure what your point is.. I should shut up because you claim to have majority support? What else is there to express about fluff except opinion? Assuming you are just referring to the story changes (cosmology, appearance of monsters, names of monsters, etc), I'm sure that if the majority rule had a problem that it would have been changed. We know that a fighter exploit got its named changed (Dragon Tail Cut) due to being "too lame", or whatever.
Antioch, HOw is your argument not just "make it all up yourself"? And if it is, why do I even need to buy the new book? Obviously, an experienced DM knows how to change stats or make things up to use monsters in different situations. But where is there any evidence that the game is supporting new DMs in doing that or providing examples? Since we dont have the books, I can only go off of the rave review that Nick gave us about the DMG. From the sounds of things, its got heaps of great advice for running a game.
If the game only stats out combat for the monsters and only shows examples of using monsters in combat, don't you think that most folks not already familiar with a broader playstyle are going do end up with a combat intensive campaign? I think that 4th Edition actually emphasizes using monsters for more than XP grinds, seeing as it now includes rules and inherent XP awards for skill challenges of various stripes. Basically, your fear sounds completely unwarranted.
They can make up new background and story if they want. I don't have a problem with that. I do have a problem with them recycling names and using them for fundamentally different concepts, because that's going to lead to confusion in conversation between players of different editions (something that's not been an issue before). In 1/2/3e Eladrin and Archon mean one thing; in 4e they mean something substantially different. So, would you have preferred them remove specific things from the game that made it seem too artificial and generate a list of words that they could never, EVER use again for fear of confusing players?
I do wish that they spent more effort on being creative in their new stuff instead of going down the path of least resistance.. like using gods from existing campaign worlds, making all angels generic, and so on. Some of the stuff they are doing is great, like the Feywild and the Shadowfell (though I'm not sold on the names, especially). A lot of stuff isn't. I dont see making angels generic as the easy way out. I think they wanted to ensure that published material would get used as often as possible. To me, thats more bang for my buck.
And no matter how many times you tell me that I don't need to use the new material that still won't become a valid rebuttal to criticism of the new material's quality. The quality is certainly your opinion, but its just that. From the sounds of things, most people seem to prefer the new stuff. *sigh*. WotC lost me on 4th Edition a long time ago, and this article pretty much embodies everything that I disagreed with: needless changes to long established game lore, monsters that only serves as something to test your new and cool(tm) power on, and a general disregard for the tradition and flavour of D&D. You might think thats its "needless", but I think that introducing new background material is a great thing. Certainly better than rehashing what we already knew three editions ago.
The thing that saddens me the most is that the new players 4E will inevitably attract will think this is all D&D is, not realising what a full and rich metastory D&D used to have. Sure, that might be just how I feel, but with a game that becomes as personal as D&D such things need to be taken into account. The thing that saddens me is that a few people think that the old D&D story was just sooo great and perfect, and at the same time think that all Wizards should be doing is repeating it again and again with every new edition. Of course, this is done all the while failing to realize that if you think its a great and wondrous tapestry that you can just, you know, KEEP USING IT. Tatterdemalion wrote:
My sense tells me that what they are doing is catering to the majority of D&D players, seeing as they have access to surveys, message boards, email messages, letters, and personal discussions with D&D players, and thus are a pretty good authority figure on what the mainstream likes and dislikes of D&D are. This explains so much -- they really have no idea what people do in their games. Are you saying that MOST groups DO fight angels? Let me translate: "Pasting the names of iconic monsters of the D&D game on superficially-related new creatures with went hand in glove with our intent to trash the setting, ratchet up the power-gaming mechanics, so as to maximize revenue and profit." I've been off the boards for a while, and I'm feeling angry and spiteful. I disagree, but only because I'd rather not purchase the same books with the same story and background as the last edition. If I wanna use that stuff, I can just run 3rd Edition. If all the gods are closely related and essentially on the same team, then they would likely have some similarity in their servants. But if the gods are distinct in origin, opposed to each other (or divided into some number of opposing teams), the idea that they have the same servants is extremely boring. Angels are creations of the Astral Sea that serve whomever best fits the ideals that they encompass. It was explained in the article that many gods have need for servants that essentially do the same thing (fight, defend, lead, etc), and it makes a lot of sense, especially considering the fact that the gods didnt create angels themselves. Bane and Bahamut ought not both have the same sort of 'angels of retribution' for punishing wrongdoers. Its uninteresting and makes them less distinctive. Arguably, an Inevitable and a Retriever both do the same thing: go deal with someone who has offended a god (or principle) of the relevant alignment. But there is substantial flavor added by them not both being functionally identical (except possibly for personality, if that comes up) Do you think that angels that serve Bane should go about dealing retribution in a different style than the ones that serve Bahamut? Or that they should just look different? But D&D generally botches religion anyway and 4e is striving to go further down the flavorless path. But that probably works for them, since quite likely the majority of players couldn't care less about anything actually religious and just want a name of a god to shout in battle. Worlds like Glorantha and Tekumel, where they actually put some thought into the religion as opposed to lists of gods, are few and far between. And don't have particularly interesting market shares. Eh, Tekumel doesnt seem to be a sandbox RPG, but a game that uses a pre-established world, so it makes sense that they can cram in more background. D&D usually has group-specific settings, so its not really worthwhile to go into finer detail on those sorts of things. Thats what Dragon articles and campaign settings are for. For a 10th-level bard, I was able to fit her known spells on a little over half of a sheet of paper, typed at 8.5. They are only single sentences that very, very briefly state what the spells do.
Timothy Mallory wrote: Fluff wise, everyone has angels is pretty lame but its a lot easier for the game designers in a setting neutral situation. The reality is that unique servitors ought to be developed for each god or group of closely related gods. But you can't do that except in the context of a Campaign Setting book and its probably not considered a good use of space in such anyway. I'm curious as to why every god (good or evil) having unwavering servitors to their cause is a lame idea? Also, why should every god have completely unique servants? P.H. Dungeon wrote:
Having play tested a simple 1st-level game using the kobold stats and 1st-level delve pregens, even monsters that only have a couple options are surprisingly dynamic and fun to run as a DM. Its really like having your own little mini-party, but I also like to think of it like this: A DM is only one person. Before in 3rd Edition, it was assumed that you would have only a couple of monsters at a time, if that (and many monsters dont really have that much aside from mundane melee attacks, either). Now that you are supposed to use many more monsters at a time (at least as many as the party, if not more), you have to understand that EACH of these guys has a handful of options to fallback on, so its really not like you are getting less things to decide each round (the options might be smaller, but the number of monsters is overall higher). Now factor in that some monsters have reactions and immediate actions to take (goblins shifting whenever you miss them, getting smacked by a dragon's tail when you miss them, etc), and you have plenty to do and track each round. So, if I want the party to fight a small host of angels, I'm glad that I'm not getting bogged down with pointless spells that wont really contribute at all (such as detect magic or light): for a fight, I need fightin' stats.
As for the sample angel of vengeance? He's an elite guy. However, I'm not so sure how encounter building works in paragon tier because apparently a balanced encounter at level 19 includes two elites and five 21st-level minions. I had enough fun with a whopping five kobolds in a 1st-level battle, so I'm eager to see how fun it is later in the game. Um, WotC, not everything in D&D was meant to kill and loot. Did you forget it's a ROLE PLAYING GAME already!?
Which just tells me that you either do not know what role-playing actually means, or you only consider that part of the game when you talk to be role-playing. As it should always be. That was the D&D mythology, which you should've left alone. Instead, you tore it apart and made it so unlike D&D, you have some nerve still calling it D&D. If you liked the old D&D mythology, you are well within your rights to continue using that. Whining that they changed some story doesnt carry any weight since you can easily keep doing what you were doing and just ignore it.
These guys are fresh, new blooded, suits. They know NOTHING about D&D's long history. The evil deities were served by demons and devils, their own creations, or whatever. Who says demons and devils can't be servants of the deities? Tiamat did it with the abishai. Evil creatures lived in Pandemonium but had nothing to do with Erythnul? Then the simple solution would've been to give Erythnul his own servants! Not destroy the concept of angels/celestials in D&D for your own greed! You probably would have complained that they gave evil gods their own servants, or something. You dont seem particularly conducive to change. I find it strange that you accuse them of allegedly "destroying" the game over greed: they could have just as easily kept rehashing old concepts and material if they just wanted money out of the relationship. You mean to maximize profit and to maximize hack&slash gaming. No, they meant what they said. I know you want to think that they are somehow removing all elements from the game aside from combat (even though its a majority shareholder when it comes to game time) and accuse them of being greedy, or appealing to moronic children, or whatever reason pops in your head at the time, but the fact is that you can still talk to other characters, and I dunno, weave baskets. Maybe in your campaign, not the rest of ours.
Actually, I like this idea. I'm sure a LOT of other people do as well, Razz. It would have been more accurate to say, "Not in MY campaign, and perhaps not in other peoples' campaigns, either." It sounds like that you are trying to be a kind of universal voice for "the people". Not everyone agrees with you, even here.
Now to make my own post instead of a response... I really like the new direction that angels have gone. Though I'm not especially happy with the minis thus far, I DO like that they are of varied enough power to make them much more usable in a campaign, and that since they can serve any cause that I can more readily use them, period. This means that I can still have an angel harass the players due to misinformation if I so choose, but I can just as easily use the same stat block to represent a servant of an evil deity. Its more flexible, which makes it more useful, which means less wasted space. I'm sure that a LOT of groups have used celestial creatures from time to time, but I think that many groups use them rarely, if ever due to their alignment and power level. Does this mean that you HAVE to use angels as part of encounters?
Russ Taylor wrote:
I've never actually had any DM throw an angel at us, and likewise have never included one to fight. Partly its because many celestial creatures are pretty powerful things to fight, and partly because I wanted to avoid the cliche of a fallen angel, and partly because I wanted to avoid the cliche of a misinformed angel.As far as I'd read, devils do their own thing with Asmodeus and might occasionally help out evil gods as part of a bargain, but mostly evil gods will just utilize their own angels. Timothy Mallory wrote:
According to the article, this basically means that all gods WILL have the same servants that just serve different ideals. An angel of valor for one god is the same as an angel of valor for another god. This allows them to publish stats for monsters that are more likely to get used. I like this idea because it means I can more readily use angels in encounters of various types, even combat ones.The Last Rogue wrote:
Its...adequate, I suppose, warm up for my college writing class. :-) I take no issues with people who dont like 4th Edition. If it doesnt appeal to you, great. My problem is when people claim that they hate it for invented reasons.
Stereofm wrote:
Basically if you have trouble remembering what some of the abilities do, you can jot them down on note cards. They are actually including cards formatted to the layout of the powers with the Character Sheets, so you can arrange them all "official" like. Now, not all of the powers appear to be so complicated as to require complete cards. For example, Tide of Iron is just "make an attack, push a creature back, move into space if you want". Easy to remember, but I dont expect everyone to be able to remember all of their stuff, especially at higher levels.Razz is using this as one of many things to justify to himself why he hates 4th Edition so, despite the fact that many people use cards already to remind them of class features, spells, sometimes feats, and statistical data (summons, companions, familiars, mounts, etc). You're right. It's not JUST like WoW at all. It's a mixture of WoW, CCG, Miniatures skirmish, and video gaming all on a tabletop RPG. I mean, heck, after that last few excerpt articles, we can now call 4E a "card game" what with a ton of power cards around the character sheet, an "enhanced miniatures" game due to it being played exactly like DDM except with a bit more complexity and control, and like MMORPGs, well, because WotC admitted as much and want that demographic to hopefully bring them tons of cash. Many people use cards of some sort to track spells, spell-like abilities, familiar stats, summon stats, and monster stats. The use of note cards is not new at all or native to just the D&D RPG.
Oh, lets not forget the DDI subscription for "extra material"...obviously material you will NEED if you want more material (which, of course, anyone would want). Incorrect. You will not need a DDI account to play D&D. This has been clarified since they started talking about DDI. All of which, to me and many others, is NOT D&D. At this point, I will call out those who still believe this is a tabletop game and still D&D as those in true denial. Admit it's not D&D, it's WotC's own game, and move on. Gygax D&D is dead. Hope I cleared your confusion. I disagree. You can call me out all you want, but I think that YOU are the one who is in denial that D&D is changing. Whether or not you personally like it is irrelevant to the fact that its still D&D. David Marks wrote:
I try not to, but its fun disassembling what might constitute as an argument and refuting what he considers claims. Generally I tend to ignore him because I cant remember him ever having anything valid to contribute to the whole 4th Edition thing.Timothy Mallory wrote:
Paragon paths seem extremely easy to design: make a perk for using an Action Point, make a power for 11th-level, and make a power for 16th-level. Thats about it. Prestige classes are much, MUCH more complicated to design, and thus more prone to abuse. As for the Stormwarden, since nothing about the paragon path seems to require the existence of the Stormwarden organization (or even an organization at all), you could just as easily have the character NOT belong to any organization and just take it if they want to be better at using two weapons.
David Marks wrote:
Four is what I meant. I think I was thinking roles and not classes when I did the math. :-P Prestige classes offered more combinations and more depth. They offered more options and more uniqueness. With this paragon deal, it's total crap. You're shoe-horned into only taking the path of your class (no Fighter/Assassins? What's the deal!?) and you only get a few abilities. You also cannot take different powers from different paragon paths (such as, say, I was a Ranger who wanted some from Kensei and some from Stormwarden). You are complaining that paragon paths "shoehorn" you into taking one of many diverse options that do nothing to inhibit your existing character, but merely dole out some extra freebies. It would be like if every 11th-level character got a Bonus Feat, just 'cause.
In all actuality, it seems like a pretty petty complaint. "I want to play a fighter/assassin!" Do you absolutely HAVE to have the word assassin in your list of classes/prestige classes in order to feel legit?
Pete Apple wrote:
Which also alleviates the problem in a much more simplistic fashion. Charles Evans 25 wrote:
I used to run in, and play in, FR back when it was released. We had a really big FR buff in the group, the guy who reads all the novels and buys all the FR supplements (whether or not he will use them, of course). I was able to run three short-lived campaigns, and attempted to plan more with a lot of difficulty due to overcrowding. I'm looking foward to it because it appears to address my own personal problem of too much baggage.So, I DID use it and AM looking forward to FR4E. Razz wrote:
I dont know, if a LOT of people are saying this, maybe there is a grain of truth? Its easier to add things where nothing is officially mapped than it is to go around and erase towns and cities off the map, and then explain to your players that, "By the by, none of this stuff actually exists."If I wanna do a play-by-post, or introduce players to my FR campaigns, hopefully the character they bring to the table isnt from an area that I wiped off the map to make room for my campaign. That, and I also have to spend time telling the players what is and isnt accurate from the books. Another big issue is the staggering amount of history and population. This is why I like Eberron: its more of a sandbox setting. Some basic things are stated, but largely the game is really open ended. Even things like NPCs and events are up to the DM to define (which is why they dont explain what caused the Mournland). Razz wrote:
Prestige classes were all well and good when 3E came out because they were useful in refining a character concept. Then, they gradually became the class you really gunned for because your normal class just sucked (fighter, sorcerer, and wizard come to mind). I find it odd that you are griping about two very, VERY unlikely class combinations to make some kind of point. Fighter/assassin? Yeah, thats commonplace.Well, I guess you could just, you know...take a level in rogue and then go into Shadow Assassin. Kind of like what most people would likely do in order to meet the prerequisites before 10th-level. Basically, if I want to play a fighter, wizard, or ranger, they are actually mechanically viable choices: I dont want nor need to prestige out into a more powerful class later. I love how they assume every party *has* to have a cleric. And since when does a party have to have certain roles filled by certain people?" Why can't the bard be the leader? Or the wizard? Of all the silly 4E stuff, the concept of roles alternatly amuses me and irritates me the most. As a player, the party I am currently playing in has none (ok, we do have a druid, but he too chaotic to heal), and the campaign I am GM'ing, the cleric is rather martial and only heals the survivors. In other words, their are a few more healing potions given out, and wands of CLW are worth alot. Of course potions and wands cost a LOT (especially potions, which are single-use and usable by anyone), meaning that the party falls behind in treasure unless you add more.
I suppose I shouldn't be amused anymore at how WOTC bigwigs still assume that the way they play the game is the only way to play the game, but I still am...... It amuses me how many people assume that Wizards plays the game in a very alien, unique fashion that apparently "no one" else follows, even slightly (forcing us all to completely restructure the way we play into something vastly different).
Lefric wrote:
You need to understand that in 4th Edition that classes are being refined towards fulfilling a certain role. Your friend who changes into a troll? Well polymorph (or even trollform) might not be available to the average wizard anymore. The fighter is no longer a feasible class to make the ultimate in ranged firepower: in 3rd Edition you could make a fighter that was vastly superior in archery to even an archery-themed ranger with the sheer number of feats. Not so anymore. If you want a ranged character, pick the ranger class (or multiclass, or take Ranger Training).Now, this is good because you dont have to really stretch some classes to fulfill a concept that you wanted to do (such as running around with a sucktacular AC because you wanted to play an armor-lite fighter, or some such). This is ALSO good because now classes like bards will have some form of focus and be actually useful in combat encounters now. As it stands they are mainly relegated to the back of the bus, cheering the rest of the party on. It was said by Dave Noonan that the druid will fill a more "hybrid" role. And in case you cant see the blog post, here is the important part: So what’s the druid look like right now? Some tidbits: • Call his role “hybrid.” But don’t assume that he can cover all roles. Just a couple of ‘em.
And what’s in my druid file? The class description, of course, and all the powers (eighty of ‘em at this point, give or take). Plus there are some druid (and druid-friendly) feats, four paragon paths, an epic destiny (available to those who aren’t druids, too), and some rituals. Oh, and some druid-friendly magic items. Razz wrote:
I dont play MMOs at all, and 4E sounds like it will be much more fun than 3E is, even with the limited playtesting I've done. Whats the problem with making a game that you can "play right away"? Do the complexity of the rules somehow dictate how immersive the game can be?Jal Dorak wrote:
The important thing to consider is that a player really wont be asking, "How does John Talkerton have a +15 to Diplomacy? He's only 1st-level!", since the player shouldnt know what level the NPC is. The difference is that I could stat out an official block for a NPC in order to get him +15 to Diplomacy, but if all I need for a given situation (or encounter) is for the NPC to have +15 to the check, I can just state that. I could do it on a technical basis, or I can just say he does (since thats where I was going with it anyway). I personally dont mind losing teleport abilities for like, every devil out there. It just means that I dont have to think of some way to remove that ability later (antimagic zones and the like). If she has to walk or fly to another town, thats fine. Her traveling is something is going to happen behind the scenes anyway, so its not like anyone is going to see her. David Marks wrote:
It was a quote from the South Park episode "Make Love Not WarCraft". Thinking of a villain with no hit points made me think of it. David Marks wrote:
But, how can you kill a man with no life? Jal Dorak wrote:
Dance of Ruin wrote:
The only one that in particular bothers me is the last one, and only because it seems redundant. Otherwise, I dont mind the naming conventions. Matthew Morris wrote:
Its called a DC 16 Knowledge (the planes) check. Any character maxing out the skill can be counted on to have (depending on the level at which they fight said succubus) around +10 or more (assuming max ranks and a half-way decent Int bonus) at a minimum. Now, if they are fighting her at an appropriate level, then +12 or more is more realistic (so, a 4 or better). Even if someone snags the skill cross-class, I would presume about a +5 or better, meaning that they got about a 50-50 chance. However, the fighter isnt necessarily the guy making the check: someone else in the party is well within their rights to recall this info and spout it off to the fighter (or whatever melee-oriented lunk is out there).Charm doesnt allow you to control an affected character, it merely sets your status to "Friendly". This does not mean that you can force one party member to go beat up another party member, as friendly characters dont do that sort of thing (they have to be Helpful, which is a step above Friendly). But then, charm person isnt a combat spell. Its designed to take the lion's share of the work out of a social encounter. However, she might be able to convince the charmed person to hold off the rest of the party so she can get away, or to try and stop a party member from hurting her. Also, once the crap hits the fan, her subsequent charm effects are -5 on the save.
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