AnthonyRoberson
First Post
I find it somewhat ironic that what Mr. Mearls is describing is exactly the way 2E Skills & Powers worked. You could take the default powers of the class or customize it to your heart's content.
Kind of, but not exactly. I would expect less flexibility and more siloing than the Skills & Powers points system, and thus, tighter balance. You might be able to choose between a +1 to attacks, a +1 to all defenses, or a scaling damage bonus, for example, but you wouldn't be able to lose armor proficiencies to get all three.I find it somewhat ironic that what Mr. Mearls is describing is exactly the way 2E Skills & Powers worked. You could take the default powers of the class or customize it to your heart's content.
I find it somewhat ironic that what Mr. Mearls is describing is exactly the way 2E Skills & Powers worked. You could take the default powers of the class or customize it to your heart's content.
I find it somewhat ironic that what Mr. Mearls is describing is exactly the way 2E Skills & Powers worked. You could take the default powers of the class or customize it to your heart's content.
I'll admit that I'm biased in that I really, really like making choices and despise those Essentials builds that restrict choice, but this sounds like a big, fat waste of pages. Choice-less Fighter gets x pages, followed by 3x pages for "Advanced Fighter." I am disinclined to pay for a book where either 25% of the pages are effectively bloat from my perspective.
Interesting article, but like Zephrin, I don't think it addresses the really difficult question: how do you actually design a class so that the "default" is as good as any custom version? Further, how do you ensure that it stays that way, even as you inevitably add more and more customization options? And is this really a desirable goal in the end?
Mearls makes it sound like its just math, but given the array of options a fully customized character can have, it's a lot of math.
Interesting article, but like Zephrin, I don't think it addresses the really difficult question: how do you actually design a class so that the "default" is as good as any custom version? Further, how do you ensure that it stays that way, even as you inevitably add more and more customization options? And is this really a desirable goal in the end?
Mearls makes it sound like its just math, but given the array of options a fully customized character can have, it's a lot of math. And as much as I love 4E, it's pretty clear that the initial offering, for example, contained more math than the designers were able to playtest before release.