AtomicPope
Hero
hahahaD'karr said:Funny, when I read that I thought you had some MINION FEARS. I was waiting for your ELITE and SOLO ones.

hahahaD'karr said:Funny, when I read that I thought you had some MINION FEARS. I was waiting for your ELITE and SOLO ones.
Zulithe said:Smells to much of 'retraining' in World of Warcraft. Makes little sense to me. Some have mentioned, "Well, in the real world, people forget their old skills all the time, as they move on with life and learn new things." I just don't find this explaination very fitting given how common it is taking place in 4e, to simply excuse this as 'skill atrophy'.
It depends on what people will retrain. It's not like you have to do it all the time either. I mean, with 3E you could also multiclass like crazy (you might get penalties for it, but you could do it), without any rhyme or reason to the in-game world.Smells to much of 'retraining' in World of Warcraft. Makes little sense to me. Some have mentioned, "Well, in the real world, people forget their old skills all the time, as they move on with life and learn new things." I just don't find this explaination very fitting given how common it is taking place in 4e, to simply excuse this as 'skill atrophy'.
I don't know what to say; it simply IS easier, and I've seen it work in my 4e preview game. "Until save" effects aren't that common, so most of your effects end up being end-of-turn things, and once you get used to the "roll a save" step of your turn, you don't really forget that sort of thing.2eBladeSinger said:Except that not every effect is off, at the end of a turn necessarilty (e.g. if a save is failed.) So we have three or four floating effects and buffs that modify certain attack rolls and genuflect to saves.
I didn't claim you invented the term, but that you are misusing it (as are many people, lately). Punk has a specific meaning, so it's best not to use it unless you're trying for that specific meaning.I did not coin the term 'dungeon punk' but it seems a fair label for a genre of art that has so far distanced itself from classic fantasy.
I guess I just disagree on that front; they look fine to me.No, it's not the action in the art to which I object, but the excessive amounts of dungeon-bling on every character from spikes on their bracers to shureikens [sp?] dangling from their watch-fobs.
Yes, because the eight-option guy was too strong!I think it's a fair criticism that in editions past, in one book there were eight options for a wizard and now we have to wait a year just to get maybe get a second one and that, at least for now, all wizards will be 'Tim'.
I think two races can share a niche IF they approach it differently or have very different flavor in that role. I mean, I can see putting a Half-orc and a Dragonborn into the same niche, "big strong fighter guy", but they're going to look very different in the role -- with the dragonborn going into breath weapons and such while the half-orc goes more towards the wild'n'crazy sort of semi-barbarian flavor.Shades of Green said:Hmmm... But how easy would they be to integrate into an existing game-world or even into a new one? Do they have clear niches (unlike the Gnome which was a bit into the Halfling's niche, a bit into the Dwarf's niche and a bit into the Elf's niche)?
I suppose it depends on how many healing surges the locals have (I don't think commoners have any, or 1 if they do) and whether "resident cleric" even makes sense in the setting. It's more likely you'd see a ritual-trained commoner as the local holyman rather than a literal classed Cleric, who are specifically meant to be holy warriors.I fear the game-world and suspension-of-disbelief implications of the vastly increased number of spells cast by a spellcaster per day. A Cleric could heal twice per encounter; but outside of an encounter/battle/dungeon, how much could a cleric - say, the town's resident cleric - heal?
No worries there, based on my limited experience. All it does it make damage more consistent (rather than "Okay, I deal 1d8+12, and you deal 6d6....") but it doesn't change the fact that wizards feel like they're throwing area attacks and so on. Clerics are actually shifting in terms of flavor, IMO; they're somewhat less melee oriented (if they avoid melee powers, at least) and more into holy power. I was suprised when I realized that holy symbols are an Implement that's just as much a weapon as a mace or a wizard's staff, but that's how it is.I fear that the new way attack spells are handled would make the Fighter, the Wizard and the Cleric less unique in comparison to each other. Everyone attacks causes damage like a fighter, after all...
Not at all, they're just "siloed" -- meaning utility spells and combat spells don't take up the same resource. If you get a new "spell slot" for combat, that in no way affects your ability to use utility powers, and vice versa. Also, a lot of those spells have become rituals that just aren't combat-related at all and don't fall in the same category as utility powers either.I fear that many of the cooler non-combat-related spells which are great for use when dungeoneering, travelling the wilderness or even between adventures would be removed or curtailed in favor of combat-related spells.
Yeah, me too on that.I fear that long-term implications and effects - such as level drain, disease and poison - would be curtailed and/or limited to the duration of the encounter/combat.
Keenath said:I don't know what to say; it simply IS easier, and I've seen it work in my 4e preview game. "Until save" effects aren't that common, so most of your effects end up being end-of-turn things, and once you get used to the "roll a save" step of your turn, you don't really forget that sort of thing.
By the way, I think genuflect was the wrong word there. It means "to bow down".
Keenath said:II didn't claim you invented the term, but that you are misusing it (as are many people, lately). Punk has a specific meaning, so it's best not to use it unless you're trying for that specific meaning.
Keenath said:I guess I just disagree on that front; they look fine to me.
Keenath said:Yes, because the eight-option guy was too strong!
In any case, I could wish that one of the non-blaster wizardy types were in the PHB, but I also understand that non-blasters are difficult to balance and they probably needed some extra time to figure out how to handle that without producing "I win" spells like Dominate and Charm.
So we will no longer have the starting-town NPC cleric who could heal PCs (among other things) beyond the PC cleric's ability (especially if the PCs are at a low level)?Keenath said:I suppose it depends on how many healing surges the locals have (I don't think commoners have any, or 1 if they do) and whether "resident cleric" even makes sense in the setting. It's more likely you'd see a ritual-trained commoner as the local holyman rather than a literal classed Cleric, who are specifically meant to be holy warriors.
I second that. Lance of Faith worries me - it's a magic missile with slightly lower average damage (1d8 instead of 2d4) and a small additional effect (making the target easier to hit). Sacred Flame is similar but adds in a minor healing effect. Cascade of Light goes in the same direction as well. Too many direct-damage spells for the cleric. This changes the D&D flavor significantly.Keenath said:Which I guess leads me to one of my fears: I hope clerics don't become too much "flashy evocation" types. It's always been the case that divine magic is somewhat more subtle than arcane, and I like that idea.