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4th edition, The fantastic game that everyone hated.

Yes, I know we disagree somewhat on this, but we may be getting closer with this:

Although I would still say the principal division is between "heroic/paragon/epic tools" that are in the players' hands and "DM's doodads" that are under the DM's control, I can see some desire for a division in the latter category. On the one hand there are the "bits of the game world that players are given to play with for a while", and on the other are "items that are really NPCs for the DM to use to stir things up". The first category includes what the "new world order" called "Rares" and Artifacts like The Book of Infinite Spells, The Codex of Infinite Planes, The Hammer of Thunderbolts and The Shield of Prator. The second includes all the Artifacts that get a Concordance score and goals. I would call these classes "Simple Artifacts" and "Personality Artifacts" to add to the plain "Magic Items" that are the things characters can make and (thus) players get (rules limited) control over, subject to party resources.

So, we're probably not that far apart, really.

Yeah, I REALLY like the ideas of boons and training and such too. IMHO the perfect system would just roll feats, boons, training and non-concordance artifacts (or rares if you will) into a single kind of resource and structure it so that the DM can for instance give away a 'reward' as a boon, but the PCs could also get the same reward thematically as a 'feat/training' since they would all be one big set of things. With something like common and rare on them and some levels like items have now in 4e it seems like it would be a cool design. It would put a lot on the DM and/or players to thematically develop their characters, but I think if they stuck to a shorter list of things than 4e has and were careful about categorizing them it might work out well enough without a stupid amount of min/maxing getting out of line. DM guidelines would keep PCs to a small number of rare features, etc.
 

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Ok basic details on this human paladin/sorcerer:

Str 12
Dex 15 <- highest stat
Con 10
Int 13
Wis 8 <- designated dump stat, this pc wouldn't be the same without a wis penalty
Cha 14 <- second highest stat

Trained skills
Appraise +4
Bluff +6
Concentration +6
Diplomacy +4
Handle animal +4
Ride +4
tumble +4
UMD +3
(notice k:arcana and spellcraft aren't trained at all, this is a major aspect of the character)

Feats
1- Two Weapon fighting
Human- Martial Weapon proficiency [Halberd] (didn't know this pc was going to eventually multiclass, this chracter evolved organically)
3- Weapon Finesse

Spells
0 level :
Detect Magic (I know this is a part of arcana in 4e, but this character shouldn't get training on it)
Ray of Frost (hasn't actually come up at all wouldn't be an actual loss)
Dancing Lights < Favorite spell
Light < Used very often
1st
Mage Armor
Magic Missile (not seen too much use, only a couple of times at all)

Basically on 4e terms, this guy fights like a ranger, sees evil, lays on hands and smashes like a paladin, uses inborn uility magic and some small self buffing, while also having the ocassional MM, And is very social and switches between tanking and battlefield mobility.

Start off as a bard - healing, some buffing, insight, and bow and sword proficiency. Probably a skald in specific. Weapon finesse - you're making melee attack rolls off cha anyway (and ranged off dex).

Don't have it at hand, but as far as i can recall:

Highest stats Dex, Wis & Cha, dump stat Str. This PC was very invested on the Lasso, being a very usefull weapon for tripping, disarming and crowd control (not to mention going nuts with knots),
SPheres: Animal, healing, Charm, protection, summoning
Granted powers: inspire berseker rage, turn undead, soothing word, charm, inspire fear
However this pc was primarily meant for interaction, not for combat, I cannot think of a good way to have meteorology, cooking & 100 uses for rope represented on 4e without a heavy reliance on page 42

I can't think of how to have that in 3e either. As for interation not combat, lazy-ish warlord with a multiclass feat into something and the ritual caster feat. Knocking people off balance for your allies to take advantage of is a 4e staple.

The point is, never before I felt this character concept was disruptive,

Pacifist healer? Mr. "I won't shed blood myself, I will merely encourage and enable you to shed more blood than you otherwise would"? And who is only there because the rules are even more disruptive if you don't have a cleric? I've never seen them as other than disruptive.
 



I gave you a pathway for your cleric on the other thread so I attempted to tackle this one.

Here is what I was thinking but can you clarify how the polearm comes into it? It isn't a double weapon so its not supported by two weapon fighting. Depending on if the character just used a polearm sometimes (perhaps for paladin attacks?) and two swords (preferably 2 light ones - a pair of short swords...or it screws up the build), the character would either have light blade expertise or the general weapon expertise feat that gives + 1/tier to weapon attacks.

I'll post the power setup/exact feats tonight but I've got pretty much all of the bases covered with:



level 10
- Human Ranger/Paladin Hybrid
- Dex and Cha 18, Str 13, Int 12 (or 13, can't recall), Con 10, Wis 8
- Multiclass Sorceror (flat resistance buff and ability to poach an Armor Buff Spell)
- Blackstaff Apprentice Theme (gives you Magic Missle as Minor Action Encounter Power and 3 Cantrips)
- a Background with Bluff
- Acrobatics, Athletics, Diplomacy, Insight, Nature (that with bluff covers all of those skills you have)
- Feat support for two weapon fighting/style and lets you use Dex with Ranger two-weapon fighting powers. Light Blade Expertise to further augment or general weapon expertise if you want to use a halberd for Paladin attacks.
- An assemblage of Paladin Smite powers (off of Cha) + Smite itself.
- Paladin Healing
- Mobility (Natural from Ranger powers + level 10 Utility Power that augments it)
- Tanking (Defender marking/control + stoutness)
- A bag of (whatever its called) dust that lets you Detect Magic 3 times per day (therefore no Arcana)

The only thing with this, is the very high level nature of it (my pc has yet to reach 6th level), and that hybrid paladins can't lay on hands. And the halberd is there as an option to switch to when the situation calls for it: Surrounded? use two weapons to cause as much damage as possible, have more room to move? use the halberd.

It also causes a big dissonance to mechanically have this character be a paladin who multiclasses sorcerer, when in character it was the other way around. Remember NEITHER THE CHARACTER NOR ME KNEW HE WAS GOING TO BECOME A PALADIN AT CHARACTER CREATION, or for the entirety of the whole first level, it all happened organically in the telling,

Bard, this screams Bard. Obviously you aren't ACTUALLY a bard, but 4e's bard heals, uses a bow, a sword, and casts spells. CHA/DEX is pretty much exactly right for this type of character. Obviously you can refluff your power as being divine inspiration. You can take Wizard's Apprentice too if you want specifically certain spells, or one of the Wizard MC feats to get MM to use once/encounter if you wanted, etc. OTOH Bard has rather similar powers. I think for instance Vicious Mockery would reskin quite well as a divine blast.

Start off as a bard - healing, some buffing, insight, and bow and sword proficiency. Probably a skald in specific. Weapon finesse - you're making melee attack rolls off cha anyway (and ranged off dex).

Again, the biggest problem is you can't just pull this off organically in 4e, you have to plan in advance, all quirks and deviations on the growth of the character specifically happening in the backstory, being carefully scripted or taking a painfull and nonsesically long time to pull off while compromising effectivity instead of emerging organically in the day to day play. A second level 4e rogue who decides he wishes to change his life and reform to be a cleric has no way to stop learning and developping roguey abililities and dedicate all of his efforts to become a cleric, he still has to keep learning rogue things for eight levels before he can be an effective cleric, and even then he never stops learning to be a rogue, and the amount of resources he has dedicated to this will make him very suboptimal overall. In 2e he could just have dual classed the next time he earned a level (of course assumming he had the stats to pull it off) and in 3.x he stopps taking rogue levels for cleric levels. Nothing short of a full character rebuild can acomplish this on 4e (and again it isn't and organic process)

I can't think of how to have that in 3e either. As for interation not combat, lazy-ish warlord with a multiclass feat into something and the ritual caster feat. Knocking people off balance for your allies to take advantage of is a 4e staple.

Weirdness aside from pretending there is a lasso that isn't there, this is actually pretty close, but I'm starting to notice that a good amount of PCs of diverse classes that I had on previous editions can only be expressed on 4ey play as a Lazy Warlord with ritual casting. Or as companion NPCs. TBH when playing 4e I find myself freeforming more often than not, and I tend to miss the supports NWPs and skills give. My playstyle and 4e apparently don't mesh too well at a fundamental level.

Well, you know, we had this healing god in my 2e campaign that was a pacifist, so his priests were pacifists. I found that it was just not logically possible to have a character that claimed not to cause harm and yet supported and tended to a bunch of murder hobos. It simply isn't a coherent set of actions. Would Ghandi go around with a bunch of thugs helping them rob people and then using the excuse that "Well at least I'm stopping some of their killing". Sure, parties can be doing "good" but even then from ANY sort of violence-avoiding perspective they're dripping in blood. I don't see how such a character could be RPed except maybe as a complete nut case. My suggestion for a 4e game is that you would have to just narrate everything in the context of non-lethal conflict, so whatever 'damage' the PC does will be demoralization, curses, etc. You can then narrate defeat of enemies as something other than death, which we do in 4e regularly anyway (IE 0 hit points means the evil rogue is disarmed and cornered, he gives up). The game can deal FINE with that, though again I just can't personally believe in actual pacifist PC adventurers.

Yeah, an actual pacifist PC adventurer not necesarilly makes any sense, however not all PC necesarilly are adventurers, there can be countless of reasons a pacifist PC goes along with a bunch of "murdering hobos", ranging from "they are my friends and I don't want them to be killed", "I'm looking for someone and being with these guys makes traveling a little safer", "I cannot go back home and they offer me a chance to survive" to "they kidnappend me and are forcing me to go along with their plans". But again there is a huge chasm between murdering and killing people and just beating the crap out of them.

Pacifist healer? Mr. "I won't shed blood myself, I will merely encourage and enable you to shed more blood than you otherwise would"? And who is only there because the rules are even more disruptive if you don't have a cleric? I've never seen them as other than disruptive.

Actually you just described the 4e pacifist healer pretty well, you just forgot the hypcritical ones who will use loopholes to directly kill enemies anyway. Again because that feat only gave you an incentive to act on non-violent ways, instead of giving you the ability to subdue, which is dearly missed. I'm looking for something more along "I just don't want anybody to die, friend or foe."

In 2e and 3e, when you use temporal/nonlethal damage, a number of things happen:

* You are still contributing to the fight.
* Short of the rogue or fighter getting lucky, (or using a coup de grace), the enemy will just pass out instead of pass over. You aren't helping your friends kill it, they are helping you to subdue it.
* You get to be picky, it doens't automatically imply you are friend to all living things (the morality of the character can still vary greatly, some could be limited to sentient beings, some would limit to humanoids, some others could consider elf aren't persons) and there's still unliving things and constructs to whom you can just go all out.
* It is something the character brings to the table, instead of having to convice everybody to play along in order to have this character concept work, you just do it, nobody has to change the way they play (except for the DM who now has the chance of recycling encounters).
* It isn't limited to just the leader, any character in any class or roll can opt into it.

And I like more the 2e (and basic) approach that had more tolerance for members in the party being less effective in combat as oppossed to "everybody fights or the party dies" from 3.x and 4e encounter design. And moreso when compared to the "enter the hp ablation game or no game". Don't get me wrong I like to play plenty of regular adventurers myself, but it is frustrating not having the support to play a character type, that was propperly supported before, beyond table fiat and heavy reskinning.
 


1) See, though, if you built a new character in 4e, it could grow organically there. But replicating a character from a previous edition is by nature going to fail at that - you'd no longer be organically building the character, but building with a specific goal in mind! I'd also like to note that nothing about that Paladin build actually requires a level higher than 1 to meet the concept - just to flesh it out in the feats and utilities department.

2) 4e isn't '"everyone fights or the party dies" - it's "if there's a fight, everyone will be able to contribute". I'd argue that the PC type you're talking about wasn't actually properly supported in previous editions - in 3.x, essentially, if you wanted to subdue, you forced everyone to take attack penalties to do nonlethal damage, thereby reducing their efficacy in combat, or else you dearly hoped you were the one that got the last hit in. In 4e you just say "Hey, guys - let's subdue instead of kill". Alternately, you'd go for status conditions to make it easier for your opponents to subdue the enemy - which is only harder in 4e if you're talking instant win buttons like sleep.
 

Into the Woods

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