Why do you think it’s difficult? Is it the building of all your NPCs?Ah, the greatest character creation in the industry. I wish it was easier to run.
Why do you think it’s difficult? Is it the building of all your NPCs?Ah, the greatest character creation in the industry. I wish it was easier to run.
You aint getting the strongest healing and buffing potions without siphoning off some divine magic. Artficers aren't priests but many magic items have divine magic coursing in their "veins".wait...wait, wait...wait, wait, wait...HUH? DIVINE? HUH?????
well now somebody's gotta make the obligatory deus ex machina joke. what have you wrought upon this world.You aint getting the strongest healing and buffing potions without siphoning off some divine magic. Artficers aren't priests but many magic items have divine magic coursing in their "veins".
The Artificer is a priest of Gond, obviously.I'm more partial to 4 pure classes for each main power source and a few dual power source classes if class powers are kept.
But I'd prefer general trimmed down Source power lists and make classes deteremine whiich power source you have access to and which role you get.
- Arcane
- Pure: Bard, Swordmage Warlock Wizard,
- Half: Sorcerer (Elemental) Artificer (Divine)
- Divine
- Pure: Avenger Cleric Invoker Paladin
- Half: Runepriest (Elemental), Monk (Divine)
- Martial
- Pure: Fighter, Ranger, Rogue, Warlord
- Half: Assassin (Shadow), Berserker (Primal) Skald (Primal)
- Primal
- Pure: Barbarian Druid Shaman Warden
- Half: Berserker (Primal), Skald (Primal)
- Psionic
- Pure: Ardent Battlemind Psion Soulknife
- Half: Monk (Divine), Pyro (Elemental)
I don't think it would have change much. The Forgotten Realms Campaign Guide released just 2 months after the release of the core books and it didn't stop them from thinking that 4e didn't support roleplay and was focused on combat.I do sometimes wonder if, at the same time they'd released all the other core books, a Nentir Vale sourcebook (with still explicit holes!) had been released containing all the flavour (a rulebook and a flavour book) if that would've made any difference. Likely not to those who hardcore disliked everything about it before it was even released, but if there were any on the fence and who felt the designers were abandoning all story (rather than assuming that everyone would equally assume that, since story has always been part of the game, and there's tonnes of lore out there already, that it's still gonna be part of the game), maybe would have made a difference?
I would not leave out Runepriest nor Seeker, as they are true classes. You did seem to miss Swordmage, so 26 at least.I don't consider Essentials classes to be separate from their base class. They're still the base. E.g., you can't multiclass between any of Slayer, Knight, and Weaponmaster. So all of those Essentials variants are out. Likewise, all hybrids are out.
That leaves (loosely, in rough book order): Cleric, Fighter, Paladin, Ranger, Rogue, Wizard, Warlock, Warlord (8); Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, Warden (8 more); Ardent, Battlemind, Monk, Psion, Runepriest, Seeker (6); Artificer, Assassin, Vampire (3). 8+8+6+3 = 16+9 = 25. 23 is from trimming out Runepriest and Seeker.
25 clear, completely independent classes. 23 if you cut out Runepriest and Seeker, the commonly-cited issues. Cutting or absorbing Binder into Warlock is a question of subclass, not class.
(I don't have much to say to the rest--I agree with you on most of it, and anything I don't isn't a big enough thing to bring up.)
Sounds good, my Holmes Basic has a whole hand-written codicil that incorporates the LBB stuff and fixes the rules, lol. I guess I was a 14-yr-old rules lawyer!Excellent! We can reminisce and share together!
I'm happy to extend it to PP and ED too, though I think that won't add a ton. Feats may also help here now and then, and that might be a slight attraction for some of the more thematic but less substantive ones (but not much). I am liking the whole suggestion of Heroic Origin though, as a kind of fusion maybe of Theme and Background, with a bit of added story. HoML is supposed to be more about becoming a legendary/mythical figure, so it will fit in as a better version of background there, and I'm kicking myself for not thinking of it a long time ago now, lol!Thinking more about what I'd written earlier, I think it could work quite well with 4 main bits: Ancestry (physical origins), Origin (background/culture of growing up), Theme (profession/other things theme was used for), and Class. Both Origin and Theme would have a description and would/could act like a trained skill in the situations (some of which are detailed in the description) where a DM wants a roll for something where it could apply.
I do take your meaning on the 'all over the place' and things like Arcana are a bit less clearly in the 'approach' vein. Still, if I know a lot of weird esoteric secrets and stuff, I probably rely on study and superior knowledge as part of my toolkit. Plus knowledge skills never really fit well in the 'skill' category either! So my thinking was "well, knowledge and approach (or talent) don't fit together any WORSE than knowledge and skill..." lol. So, I actually called skills 'knacks' in HoML, but its all just terminology anyway, call them '4e skills' and leave it at that, hehe.Oh, if we're going approaches... I'm all in, a la FATE Accelerated! (Also been using Approaches + Roles + Distinctions in a game we're running in Cortex Prime and it's been awesome.) Hmmm, it's interesting that you see the skills as the approaches, and not the attributes, which I think is how I had it in my mind. Plus the skills are kind of all over the place, like how would the knowledge skills be an approach? But also the attributes themselves don't all line up well with approaches. (Though that brings up an interesting idea to get rid of skills and go with a d20 Modern-ish approach where you get trained in a particular attribute and forgo skills entirely -- doubt that would ever fly with most players but its an interesting thought).
Broadness is fine. I just don't necessarily see some things as really that closely associated at all. Thievery seems like a kind of classic 'technical' skill to me, and Bluff is much more of an 'approach' or 'talent', for instance. Mostly though, the 19 item 4e list is already pretty short, and seems really well-thought-out. I like short, but there could be TOO short! That's why I don't really hold with the idea of just having ability scores represent 6 'talents'. I mean, we had that in OD&D, but clearly it wasn't adequate.I prefer broad skills that can be applied in different ways, and I have no problem with them being broad as a player can always say "my character is no good at this" if they want to limit it. We give you the keys to the kingdom; what's interesting is where you limit yourself to create character. Even if the attributes in D&D are not that great as a bunch of distinctions, under this model the approach is the attribute, and the knowledge/training/area of expertise are the skills.
I think its pretty well agreed that in the real world there's no very clean divide between Strength and Agility/Coordination, they generally go together to some degree, and few tasks test only one and not the others. I just see the game as more of a 'depiction engine', it isn't trying to simulate how the world works, much, but is instead giving the player breadcrumbs and incentives (depictive characterization I called it in another thread). So, the purpose of the two ability scores is more to differentiate which characters are 'strong men' (OK, forgive the gender thing there, lol) and which are more 'quick on their feet'. At the same time I don't really desire the greater complexity of 5e's insistence on decoupling ability score from skill, because at the table it just slows things down and the plus side is marginal at best. In HoML if you want to say you achieve something due to your agility, well, you undoubtedly had adequate strength to pull that off. I guess if you REALLY want to play a super clumsy oaf or some sort of weird weak fast person, then maybe 4e/5e/HoML isn't doing it quite so well, but I think you can manage.If going with the reverse, I'd say that firstly everyone should get enough skill picks to allow them to make an interesting set of choices and mix (allowing a flat pick of 4-5 skills per character seems to be a popular 4e house rule), and secondly there needs to be some crossover between Acrobatics and Athletics given the artificial way D&D handles the STR/DEX divide. (From my experience as a rock climber, martial artist, and etc I would assert they are much more closely related -- you may use more power or more finesse to do something, but the somethings you do are quite similar. Plus, it makes for the funny reversal situation that many rogues end up being poor at climbing walls, despite that under 1e they were the only class that could do it!)
I think most people simply looked at it and, like a lot of things, wrote it off without even bothering to dig. Getting access to cross-class stuff was always pretty nice though. Like I remember the Half-elf Starlock in my first campaign took Commander's Strike for his bonus 'use once per encounter' racial benefit power. He used that sucker in a LOT of fights too! At low levels it was a pretty good choice, as he could 'borrow' the Rogue when she was in a really good spot and hammer out a much nastier hit with her MBA. Later they tweaked the rogue so she could even benefit from that every turn, instead of every round, though by then that campaign was over. Anyway, there's a lot of those crazy things you can do, either with MC or Hybrid, though the lack of need to burn feats on it with Hybrid is a pretty big attraction in a lot of cases, and will usually make up for any 'watering down' of class features.Perhaps; I didn't dig too deep into the MC feats after the PHB came out, so there may be more stuff in future books that are serious imbalances. At the time (prior to deep system exploration) it seemed like it could create some fun distinctions, but since it didn't super mesh with the rest of your class abilities it mostly provided some flexibility rather than power.
Yeah, my first group mostly wrapped up before PHB3 came out, or at least they didn't try a lot of new stuff by that point as they were rocking their epic story. Oddly nobody touched a hybrid in any of my later games. They spent a lot of time playing around with Pixies and stuff like that, but honestly IME most players were pretty happy with the 2 core PHBs (1 and 2) and maybe a few Power book options now and then. There was one friend of mine that did run a Cavalier once, IIRC and had fun with that. They all seemed mostly happy to avoid PHB3 though! lol.Absolutely. More than once when I was DMing I'd casually suggested a hybrid idea to a player who ran with it and who then, later, would foil my plans or current action, and I'd jokingly say "Who told you to play that character? Oh, right, I did...." Loved it every time.![]()
Perhaps, in attempting to be systematic, I messed up. So here's the list in alphabetical order. Using the original names, not the new subclass names; extra Essentials subclasses in parentheses.I would not leave out Runepriest nor Seeker, as they are true classes. You did seem to miss Swordmage, so 26 at least.
However, I don't think its worth, in any sort of design sense, to call e-classes subclasses in MOST cases. Slayer and Knight, for instance, share nothing mechanically with the Fighter, don't play like it, etc. Now, the e-Wizard OTOH, sure, its just a variant set of wizard builds. I'm not going to split hairs too much on the other e-classes, some of them borrow more heavily (or can borrow) from their technical 'base' class, like the Warpriest, Sentinel, and to some extent the Cavalier (though its lack of really common mechanics makes it pretty much its own class de facto if not de jure). The post-E experiments like Berserker and Skald are harder to classify, they certainly lean on the core class power lists, but have fairly variant mechanics. Witch OTOH is just another Wizard build, as are Necromancer and Netheromancer. Blackguard being an odd one, as it falls in the same place as Cavalier, though thematically far from Paladin.
And despite its claim to being a 'wizard', Bladesinger, having nothing in common with Wizards at all, is definitely a class in all but name. I mean, it has pretty much an entire list of its own powers that are not really overlapping with wizard powers, and even if you DO use one, it works differently than normal.
My point is, there is a bunch of that stuff I would just drop, which is basically the e-classes. Most of them are not that well thought out, or just don't seem needed. Mage is just redundant, for instance, and Scout, Sentinel, and thief are just bleh. I have more mixed feelings about the Skald and Berserker, they just seem like weird experiments who's point I don't understand, though AFAIK they aren't mechanically bad. I loved Vampire, though it could use a wider power list.
Which is very much the thing miss about 4e, is the thematics (and the cinematics) built into each class. They had style.4e is designed in such a way that it is VERY CLEAR what a class is supposed to be. When you start designing one you would be pushed to define its thematics and core mechanics in terms of role and power source immediately. From there you develop class features to express those along with the 'concept' of the class (that you will have to come up with yourself) and then create powers, feats, PP, and ED perhaps, etc. to go along with that. Its generally not a solo sort of thing if you want success. I'd point out that WotC employed many people to do this work, and the results were almost entirely consistently really good stuff.
Case in point... the flavour and feel of the Warden is great.Warden's kick butt, and they are thematically NOTHING like barbarians! Just wait until your warden uses 'Form of the Walking Conflagration' lol, or 'Form of the Stone Sentinel'. I remember when my group's Warden powered THAT little gem up. Yeah, the heck with all your high damage bad guys, I'm just going to stand here and not care! lol.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.