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<blockquote data-quote="Ahglock" data-source="post: 5168293" data-attributes="member: 56725"><p>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. </p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>level 10</p><p>Human, Wizard</p><p>Arcane Implement Mastery: Tome of Readiness</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 11, Dex 15, Int 22, Wis 10, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 11, Dex 13, Int 18, Wis 10, Cha 12.</p><p></p><p></p><p>AC: 23 Fort: 16 Reflex: 22 Will: 19</p><p>HP: 57 Surges: 6 Surge Value: 14</p><p></p><p>TRAINED SKILLS</p><p>Religion +16, Arcana +16, Nature +10, History +16, Dungeoneering +10</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +9, Bluff +8, Diplomacy +8, Endurance +7, Heal +7, Insight +7, Intimidate +8, Perception +7, Stealth +9, Streetwise +8, Thievery +9, Athletics +6</p><p></p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Enlarge Spell</p><p>Level 1: Expanded Spellbook</p><p>Level 2: Jack of All Trades</p><p>Level 4: Unarmored Agility</p><p>Level 6: Expert Ritualist</p><p>Level 8: Arcane Reserves</p><p>Level 10: White Lotus Hindrance</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Winged Horde</p><p>Tome of Readiness: Charm of Misplaced Wrath</p><p>Wizard at-will 1: Storm Pillar</p><p>Wizard at-will 1: Thunderwave</p><p>Wizard encounter 1: Grasping Shadows</p><p>Wizard daily 1: Flaming Sphere</p><p>Wizard daily 1 Spellbook: Arcane Whirlwind</p><p>Wizard daily 1 Spellbook: Sleep</p><p>Wizard utility 2: Mystical Debris</p><p>Wizard utility 2 Spellbook: Shield</p><p>Wizard encounter 3: Maze of Mirrors</p><p>Wizard daily 5: Stinking Cloud</p><p>Wizard daily 5 Spellbook: Fireball</p><p>Wizard daily 5 Spellbook: Web</p><p>Wizard utility 6: Emerald Eye</p><p>Wizard utility 6 Spellbook: Refocus</p><p>Wizard encounter 7: Corrosive Mist</p><p>Wizard daily 9: Ice Storm</p><p>Wizard daily 9 Spellbook: Visions of Ruin</p><p>Wizard daily 9 Spellbook: Wall of Fire</p><p>Wizard utility 10: Arcane Gate</p><p>Wizard utility 10 Spellbook: Circle of Protection</p></blockquote><p></p>
[QUOTE="Ahglock, post: 5168293, member: 56725"] 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 [/QUOTE]
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