If any of my characters ever reaches level 30 outside of computer games like Neverwinter Nights, I'll...Sure, level 10 sorta does that, but not the same as level 30.
No, not eat my hat.
I'll ...
Admit that 4E must be good after-all.
If any of my characters ever reaches level 30 outside of computer games like Neverwinter Nights, I'll...Sure, level 10 sorta does that, but not the same as level 30.
I think that's exactly his beef with the system. If I play an archery, I take on the baggage of being a ranger and the wilderness flavor behind it.
The one nice thing about the 3.5 fighter was that he was pretty flexible. From his core, you could create any kind of fighter guy you wanted, TWF, big sword, sword/shield, archer, polearm specialist, etc.
There are no "generic" classes in 4e. Everyone has a specific niche, which tends to force a certain kind of flavor on each class, and I can see how its problematic.
Jasperak, I think the analogy you used was a good analogy -- TV programming and RPGs are similar in some important ways -- but the proper conclusion is the opposite of the one you expected.
It takes WotC just as much effort (i.e. money) to develop a bard class or frost giant monster manual entry for one gamer or one million gamers. (Yes, printing those pages isn't free, but printing costs aren't WotC's primary costs.)
But we gamers each value the different classes, monsters, spells, etc. wildly differently. If they sold the bard entry only to people who wanted to play a bard, they'd have to sell it for a shockingly high price.
By bundling different classes, monsters, spells, etc. together -- ones that any one gamer might love or hate -- they can charge one fairly low price.
Cutting out eladrin and dragonborn wouldn't reduce the cost of a Players Handbook meaningfully, but putting them in might make a few more sales or increase the price some customers are willing to pay.
Another poster mentioned being able to see the direction their character is going to take. Fair enough, but I wonder if that would be better served by using previews in Dragon.
This is all quite clever, but (putting on the company's shoes) you'd probably want to do a bit of both. Like, add 10 levels and two classes per installment. Because people want to try new things, too. Basically, it's the model CRPGS use for their expansions... because it works.In truth, it might have been a better idea to parse out the core by level rather than by variety of content. Anticipation for the Next Tier builds organically, as your characters advance. Given the two-plus-year length of time it takes a reasonably paced party to get through 30 or so levels, they could've milked this all the way up to level 30, and then could have gone back to level 1 and started again!
I don't follow this - there are a lot of powers that take away hit points and do not do physical damage (eg Warlock powers like Eyebite, Curse of the Dark Dream, etc; Wizard powers like Maze; the Deathlock Wight's Horrific Visage, etc).I think another poster put it best when they said that if HPs are more than physical resilience, why is the only thing that takes HPs away physical damage?
I believe you're referring to something I said -- most recently in Did 4E go far enough or too far?:I think another poster put it best when they said that if HPs are more than physical resilience, why is the only thing that takes HPs away physical damage?
Heisenberg Points represent too much to effectively model anything. They're just a way of keeping score in 4e.
Again though, if hit points are an odd amalgam of grit and determination with luck and divine favor, why can't you use them to overcome fear and mental control or to dodge a poisoned dart, etc.?I don't follow this - there are a lot of powers that take away hit points and do not do physical damage (eg Warlock powers like Eyebite, Curse of the Dark Dream, etc; Wizard powers like Maze; the Deathlock Wight's Horrific Visage, etc).