blargney the second
blargney the minute's son
The minis in the Lords of Madness set are amazing. I picked up a pile of minis for the first time since I got my colossal red.
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I went nearly a year without purchasing a WotC product (or even seriously considering a purchase). However, in the past two months WotC has turned out two products that I am dearly in love with. Hat's off to them for their excellent work.
What are you taking your Hat Off to WotC for?
I always here about the power creep feats...
someone care to elaborate?
I hope you don´t mean the expertise feats with a twist and defense feats with a twist... as far as I am concerned i´d rathe have them than boring expertise feats or useless little riders...
I am eager to buy essentials. It seems like it is really useful for introducing 4th edition fast. Seems like that was the intend.
Well, if by classic you mean dull and repetitive if you aren't a caster and by bold design you mean instilling a new system which clashes with the rest of the game and is difficult to integrate (multiclassing, hybrids, 'fixing' melee training when it wasn't broken pre-essentials).
I've been playing a slayer for a few weeks now for Encounters. It certainly does it's job dealing damage fairly well. However, it's tactically quite boring. Run up, whack something, repeat. Compared to other strikers (even the essentials thief) it has virtually no options, utterly lacks mobility, has no way to extricate himself out of a unwanted combat. I'm sure the simplicity will appeal to a certain subset of gamers but I got bored pretty quick. As well, the options in the character creation end are similarly limited.
Mearls has all but said this would be the case, here on EnWorld somewhere, back when Essentials was being revealed. I don't remember exactly what he said, but when asked what the whole "Essentials will be used moving forward" thing meant, he said they'd still do old style At-will/Encounter/Daily classes (as a sidenote: calling them 'old style' made me chuckle), but that they'd keep using more design space and try different approaches to class mechanics, of which he listed the Psionic classes from PHB3 as an example.Whether or not Essentials is good, the original design is good too, and I want to see a mixture of Essentials and "old" stuff in the future.
This. Very much this. I have several players in my campaign who are new to RPG's in general, and aren't interested in overly tactical play specifically. They're part of the reason our combats still tend to run long, cause where the more tactically-minded players have by now learned to finish thinking outside of their turns and quickly get to it, the others still need lots of time to think when their turn comes up.The thing about the Slayer is that although I have absolutely no desire to ever play one, I'm glad it's there. There are people who don't like tactics at all and want to Just Hit Something and hit it hard. The presence of the Slayer allows them to do this without worrying about powers - and as long as its presence doesn't take away my monks, warlords, and PHB fighters then I welcome it. Expanding the game to allow more play styles is good.
I've been playing a slayer for a few weeks now for Encounters. It certainly does it's job dealing damage fairly well. However, it's tactically quite boring. Run up, whack something, repeat. Compared to other strikers (even the essentials thief) it has virtually no options, utterly lacks mobility, has no way to extricate himself out of a unwanted combat. I'm sure the simplicity will appeal to a certain subset of gamers but I got bored pretty quick. As well, the options in the character creation end are similarly limited.
For over 30 years there was always a D&D class for people who just want to roll the die and try to hit something with a weapon. And spellcasters were there for the people who wanted a variety of things to do and special powers to manage. Different people gravitate towards different classes because the playstyles are so different.
This was a good thing, by the way.
If fighters bored you, you were not a "fighter person" and should play a different class, but there were also many people who like fighters being tactically (by game mechanics/complexity, anyhow) "uninteresting".
Unfortunately, 4E lumped the classes all together in the name of making them all equally "fun" or "interesting" (in other words, all as complicated as a spellcaster was previously), which was clearly a mistake, and now they have made strides towards fixing it.
I'm all for that!
Unfortunately, 4E lumped the classes all together in the name of making them all equally "fun" or "interesting" (in other words, all as complicated as a spellcaster was previously), which was clearly a mistake, and now they have made strides towards fixing it.