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<blockquote data-quote="Gaming Tonic" data-source="post: 5692463" data-attributes="member: 6679316"><p>I couldn't agree more. One thing that stands out in 4e is that you can get by with creative players and quality character design. Know the flaws of your party and do your best to minimize them. For example a party of five human ranger beastmasters who spent all their feats on archery improvements instead of beast feats is a formidable killing machine with each character having a meat shield to provide cover and soak up damage. Spend the extra feat for being a human on multiclass warlord for a healing bump and that party has the damage to flatten anything quickly, built in cover/terrain block/and some extra healling just in case (although the ability to deal massive damage at range and second winds will probably make this "extra healing" not as necessary as you think). Not the way I would want to play the game but effective with just one role represented and viable in a game. The extra skill for being human combined with clever backgrounds and the wide range and number of skills rangers get allows the party to make up a lot of ground there and be capable of handling many different types of encounters.</p><p>Just so we are square I would strongly discourage any players from playing a group built like that in a game I was running.</p></blockquote><p></p>
[QUOTE="Gaming Tonic, post: 5692463, member: 6679316"] I couldn't agree more. One thing that stands out in 4e is that you can get by with creative players and quality character design. Know the flaws of your party and do your best to minimize them. For example a party of five human ranger beastmasters who spent all their feats on archery improvements instead of beast feats is a formidable killing machine with each character having a meat shield to provide cover and soak up damage. Spend the extra feat for being a human on multiclass warlord for a healing bump and that party has the damage to flatten anything quickly, built in cover/terrain block/and some extra healling just in case (although the ability to deal massive damage at range and second winds will probably make this "extra healing" not as necessary as you think). Not the way I would want to play the game but effective with just one role represented and viable in a game. The extra skill for being human combined with clever backgrounds and the wide range and number of skills rangers get allows the party to make up a lot of ground there and be capable of handling many different types of encounters. Just so we are square I would strongly discourage any players from playing a group built like that in a game I was running. [/QUOTE]
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