Okay I've ran some 4e, but never really played it. and we were all new enough to the system powergaming was limited. I know when it was coming out they were talking about they didn't want you to need system mastery. And while I never saw objectively bad characters being built in previous editions I did see many relative to the rest of the party bad characters being built, or more usually a character relative to the rest of the party being too good.
Anyways I was looking at the charops board on the wizards site(bad idea I think) and wow I would do everything wrong. If I were going to play a game in the near future with people who powergame more than me, um how bad will I be? Is the disparity of power between a non-powergamed character and a more haphazard take the feat that is cool character huge, small, or somewhere in between?
For example here is a level 10 wizard I'd normally build use the ddi char builder. Just as a note I took a high dex because I think arcane reach is really cool.
level 10
Human, Wizard
Arcane Implement Mastery: Tome of Readiness
FINAL ABILITY SCORES
Str 8, Con 11, Dex 15, Int 22, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 11, Dex 13, Int 18, Wis 10, Cha 12.
AC: 23 Fort: 16 Reflex: 22 Will: 19
HP: 57 Surges: 6 Surge Value: 14
TRAINED SKILLS
Religion +16, Arcana +16, Nature +10, History +16, Dungeoneering +10
UNTRAINED SKILLS
Acrobatics +9, Bluff +8, Diplomacy +8, Endurance +7, Heal +7, Insight +7, Intimidate +8, Perception +7, Stealth +9, Streetwise +8, Thievery +9, Athletics +6
FEATS
Wizard: Ritual Caster
Human: Enlarge Spell
Level 1: Expanded Spellbook
Level 2: Jack of All Trades
Level 4: Unarmored Agility
Level 6: Expert Ritualist
Level 8: Arcane Reserves
Level 10: White Lotus Hindrance
POWERS
Bonus At-Will Power: Winged Horde
Tome of Readiness: Charm of Misplaced Wrath
Wizard at-will 1: Storm Pillar
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Arcane Whirlwind
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Mystical Debris
Wizard utility 2 Spellbook: Shield
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Stinking Cloud
Wizard daily 5 Spellbook: Fireball
Wizard daily 5 Spellbook: Web
Wizard utility 6: Emerald Eye
Wizard utility 6 Spellbook: Refocus
Wizard encounter 7: Corrosive Mist
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Visions of Ruin
Wizard daily 9 Spellbook: Wall of Fire
Wizard utility 10: Arcane Gate
Wizard utility 10 Spellbook: Circle of Protection
Anyways I was looking at the charops board on the wizards site(bad idea I think) and wow I would do everything wrong. If I were going to play a game in the near future with people who powergame more than me, um how bad will I be? Is the disparity of power between a non-powergamed character and a more haphazard take the feat that is cool character huge, small, or somewhere in between?
For example here is a level 10 wizard I'd normally build use the ddi char builder. Just as a note I took a high dex because I think arcane reach is really cool.
level 10
Human, Wizard
Arcane Implement Mastery: Tome of Readiness
FINAL ABILITY SCORES
Str 8, Con 11, Dex 15, Int 22, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 11, Dex 13, Int 18, Wis 10, Cha 12.
AC: 23 Fort: 16 Reflex: 22 Will: 19
HP: 57 Surges: 6 Surge Value: 14
TRAINED SKILLS
Religion +16, Arcana +16, Nature +10, History +16, Dungeoneering +10
UNTRAINED SKILLS
Acrobatics +9, Bluff +8, Diplomacy +8, Endurance +7, Heal +7, Insight +7, Intimidate +8, Perception +7, Stealth +9, Streetwise +8, Thievery +9, Athletics +6
FEATS
Wizard: Ritual Caster
Human: Enlarge Spell
Level 1: Expanded Spellbook
Level 2: Jack of All Trades
Level 4: Unarmored Agility
Level 6: Expert Ritualist
Level 8: Arcane Reserves
Level 10: White Lotus Hindrance
POWERS
Bonus At-Will Power: Winged Horde
Tome of Readiness: Charm of Misplaced Wrath
Wizard at-will 1: Storm Pillar
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Arcane Whirlwind
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Mystical Debris
Wizard utility 2 Spellbook: Shield
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Stinking Cloud
Wizard daily 5 Spellbook: Fireball
Wizard daily 5 Spellbook: Web
Wizard utility 6: Emerald Eye
Wizard utility 6 Spellbook: Refocus
Wizard encounter 7: Corrosive Mist
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Visions of Ruin
Wizard daily 9 Spellbook: Wall of Fire
Wizard utility 10: Arcane Gate
Wizard utility 10 Spellbook: Circle of Protection