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<blockquote data-quote="Prestidigitalis" data-source="post: 5346947" data-attributes="member: 74496"><p>I got my copy of HotFL last night and have a few questions and observations. First, three questions:</p><p></p><p>1. I could have sworn that I saw some preview material about an Essentials feat that gave a +1 bonus to speed, but it isn't in the book. Did I dream it?</p><p></p><p>2. I'm confused about Essentials Paragon Paths. What does an Essentials Thief (for example) get at levels 11-20 if they do <em>not</em> take the Thief PP? Note that by comparison the Essentials ED makes it obvious by describing the ED separately.</p><p></p><p>3. Is there any restriction <em>at all</em> about mixing Essentials stuff with older 4e material? For example, could a Thief take a Skill Power at level 2 instead of the powers defined in HotFL? Could a standard Rogue take one of the Thief level 2 utilities such as Agile Footwork?</p><p></p><p>Now the observations, mostly about the Thief:</p><p></p><p>1. I've spent the most time examining the Thief, and concluded that there is a significant power boost at low levels and when paired with a character that grants basic attacks, but I have doubts about the Thief's power at high levels. I see nothing that could generate Nova-style damage, and though I'm partial to predictable high damage myself, it seems odd.</p><p></p><p>2. Point #1 notwithstanding, I love what they have done with the Thief. Three things stand out for me: an extra trained skill and an Epic level skill bonus; beautiful CA-granting movement options, including an at-will climb speed!; and a huge leap in the ability of a Thief (relative to a standard Rogue) to operate solo.</p><p></p><p>3. Thief Tricks are awesome. I would go with Acrobat's and Tactical at the start, and then add Escape Artists's, Ambush and Sneak's, in that order.</p><p></p><p>4. It's finally possible to play a robust Rogue! No critical secondary ability score means you can push Con through the roof. Take a few of the new feats like Swift Recovery, and a Thief can bounce back from the few blows that actually land.</p><p></p><p>5. To anyone looking for something new, the Thief and Slayer offer the most. The Warpriest and Mage seem more like variations on a theme.</p><p></p><p>6. My next character will be an Essentials Thief. Now if I can just get one of my characters killed off "by accident".</p><p></p><p>7. Total times the word "Thief" appears in this post: 13.</p></blockquote><p></p>
[QUOTE="Prestidigitalis, post: 5346947, member: 74496"] I got my copy of HotFL last night and have a few questions and observations. First, three questions: 1. I could have sworn that I saw some preview material about an Essentials feat that gave a +1 bonus to speed, but it isn't in the book. Did I dream it? 2. I'm confused about Essentials Paragon Paths. What does an Essentials Thief (for example) get at levels 11-20 if they do [I]not[/I] take the Thief PP? Note that by comparison the Essentials ED makes it obvious by describing the ED separately. 3. Is there any restriction [I]at all[/I] about mixing Essentials stuff with older 4e material? For example, could a Thief take a Skill Power at level 2 instead of the powers defined in HotFL? Could a standard Rogue take one of the Thief level 2 utilities such as Agile Footwork? Now the observations, mostly about the Thief: 1. I've spent the most time examining the Thief, and concluded that there is a significant power boost at low levels and when paired with a character that grants basic attacks, but I have doubts about the Thief's power at high levels. I see nothing that could generate Nova-style damage, and though I'm partial to predictable high damage myself, it seems odd. 2. Point #1 notwithstanding, I love what they have done with the Thief. Three things stand out for me: an extra trained skill and an Epic level skill bonus; beautiful CA-granting movement options, including an at-will climb speed!; and a huge leap in the ability of a Thief (relative to a standard Rogue) to operate solo. 3. Thief Tricks are awesome. I would go with Acrobat's and Tactical at the start, and then add Escape Artists's, Ambush and Sneak's, in that order. 4. It's finally possible to play a robust Rogue! No critical secondary ability score means you can push Con through the roof. Take a few of the new feats like Swift Recovery, and a Thief can bounce back from the few blows that actually land. 5. To anyone looking for something new, the Thief and Slayer offer the most. The Warpriest and Mage seem more like variations on a theme. 6. My next character will be an Essentials Thief. Now if I can just get one of my characters killed off "by accident". 7. Total times the word "Thief" appears in this post: 13. [/QUOTE]
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