Arlough
Explorer
You ain't whistlin' Dixie. :-DI'm a 3.5/PF player through and through.
I do agree that the sorcerer needs their own schtick. I may not agree 4e got it right, but I can fully agree they need to be different than wizards. Honestly? I'd rather they never had warlocks and instead made the sorcerer similiar to how Warlocks turned out. A blaster with some general type spell effects (useable more, but less powerful) but a lot of pure magical blasty goodness.
I'm with you there. The Sorcerer in 3.X was too somewhat-wizard. The Sorcerer in 4e was initially too powerful, and depending on what build you chose, too specifically designed for a certain build, or too much random crap to keep track of with no real value-add.
The 4e Warlock (I never played the 3.X version, so I can't comment) has a nice built in premise, but that was all fluff. The Fey Warlock was, initially, a much better controller than the Wizard (who was really just an area striker) and had the blast stuff, but his extra blast mechanic as somewhere between weird and cumbersome. OTOH, that combo of Striker/Controller made him feel, to me, more like a sorcerer than the sorcerer ever really did.
Now, the premise of a Warlock would make a great backdrop for one of those fighter-mages...
I also have no problem with druids being different than clerics. I don't think all of the classes require "power sources" but I would love to see unique spell lists for the different types, Druidic, clerical/divine, arcane, invocations, etc. and rarely (if ever) would they overlap.
I must admit, I liked that 4e pulled the demi-classes out of the extremes and made them viable, not-too-week/not-too-powerful classes. Even if the execution of some hampered their playability.
I wholeheartedly agree with the need for a REAL fighter-mage.
Whenever I think of a good fighter-mage, I always find myself looking a Jedi.
Not Lucas's poorly written ones, but, for example, the Jedi in the book Revenge of the Sith and the Mace Windu found in the Clone Wars on Wartoon Network (animated, not CGI).
I would be content if they dropped solos and replaced them with either the Angry DM's Boss Fights, or At-Will's Worldbreakers, or both.6. Solo monsters. REALLY COOL. although it did suffer from flaws if the players stun-locked it. Great DM advices, especially Angry DM's advice on Boss Battles from God of War, really improved Solo battles to higher levels of fun, for the DM.
7. Minions, we just love them. although I houseruled them to be 2-hit KO versions.
And as for minions, I liked the concept of the orc that stepped in a gofer hole and went down, or the goblin that zigged when he should have zagged, but I didn't really feel that the minons as written expressed this. And, since if you had a wizard in your party they would just die immediately, they weren't good for adding tension, either.
So, again, conceptually good, executionally not as good.
So I made a rule where I took a regular monster, made it worth 1/3 XP; gave it HP, THP, and vulnerability-to-hits equal to its bloodied value. I called them minionized monster. This way a player could take it down in one hit, if they did its bloodied value in damage, but they would certainly take it down in two. Also, there was no way for the players to go "It's doing flat damage, it must be a minion." and I decided that they registered on Nature-dar (or whichever monster knowledge check was made) the exact same as the monster they were crafted from.
3. Multiclassing sucks. 3.5 had a cleaner way of doing it. Why can my 4e Rogue/Fighter/Wizard not pick powers from each class source every level-up? Why do i have to spend a feat just to swap a fighter power with a rogue power, when I could have used the feat for a better option?
Although, when Hybrid rules was released. I just said, 'at least they have this'.
Again, I liked the concept that you are still your base class, but that you can pick up skills from another class, but I didn't like the execution.
A feat and a power swap is costly, especially since you aren't getting the class features that would make that power good.
Paragon Multiclassing, 4 feats, 4 power swaps, and you sacrifice your Paragon Path, and you swap an at will, and you don't get any lvl 11 or 16 features?!?!? Completely ludicrous. I only ever managed to make one build in which Paragon Multi-Classing was advantageous. (Ultra battlefield controllery Fighter w/ Invoker Multiclass) Not that it was better than other options, even, simply that its benefits were worth the costs.
Finally, I agree on getting rid of all the wannabes. I didn't like that the Druid was a somewhat Cleric, the Bard (3.X) was a somewhat rogue, somewhat fighter, and somewhat mage, and was bad at all three. Either make them their own classes, or do multiclassing well and let us call our rogue-mage a Bard.
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