HalWhitewyrm
First Post
As I said, I still need to get to Rituals, but I was also excited by the idea that martial classes would have all these cool maneuvers (though to be fair, the martial classes were never really the problem in older editions), except the level of power increases exponentially as they go up in level 'till you have the martial equivalent of fireballs, so to speak, and that made me take a long pause. The complete lack of social classes is another big drawback at the moment (someone in this thread suggested Social as a new power source for classes, and while I absolutely love the idea, I'd have to write those up as well).In my opinion, 4E is the best version of D&D for "historical" style games, now that martial characters have an equal share of the special abilities and healing options that are no longer reliant on the constant presence of a cleric, as well as the limited magic of Rituals.
How are you handling these two issues in your game?
What I'm seeing is that I can run a pseudo-historical 4e campaign from the core books, but I have to have it err more on the side of high fantasy (medium fantasy, perhaps?) and I have to do a lot of work on my own anyway if I want to have it feature other non-combat elements.
Yeah, I felt the same way.I do have to say while reading the rules it did bug me that the with the cleric and paladin, every single thing they did is some divine effect, they never just hit the guy.