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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Liker - anything you worry about?
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<blockquote data-quote="Valdrax" data-source="post: 4096062" data-attributes="member: 56320"><p>My worries</p><ul> <li data-xf-list-type="ul"><strong>Too much flavor hardwiring</strong>: Feats like "Power of Amaunator" make it seem like it's going to be difficult to make custom pantheons for your campaign world w/o a constant "translation legend" for what's on the character sheet, what's in the book, and what's in the campaign. Similarly, I still worry about "Golden Wyvern," "Emerald Frost," "Iron Sigil," and the rest of their ilk.</li> <li data-xf-list-type="ul"><strong>Too much class hardwiring</strong>: Look at the Rogue powers that all rely on light blades or the weapon restrictions for sneak attack. Many single-class concepts are out, like a Rogue that uses longswords (a la the Gray Mouser) or a Rogue that prefers clubs and saps. A Rogue using any weapon other than a light blade is inherently suboptimal now. Additionally, this means that Fighter/Rogues will be strongly limited in what kinds of weapons they're effective with. I worry that multiclassing will be hamstrung in ways we haven't been able to see yet.</li> <li data-xf-list-type="ul"><strong>Splatbook power creep</strong>: This isn't a worry so much as a recognition of the inevitable. Oh, sure, they're playtesting the PHB classes for balance right now, but anyone who's read an extensive list of 3.5 splatbooks knows for a FACT that they will at some point screw up and release something utterly broken. I doubt that 4e will ever reach Rifts' level of "this book makes all the previously released classes irrelevant... again," but it's inevitable that something bad will get through and be largely irreparable.</li> <li data-xf-list-type="ul"><strong>Too few choices at high level</strong>: It's been outright stated that higher level powers replace lower level powers. This bothers me on three levels:<ol> <li data-xf-list-type="ol">Does this mean that a higher level character will still be "stuck in a rut" for moves?<br /> </li> <li data-xf-list-type="ol">Does this mean that a higher level Wizard can't put people to sleep without giving up higher level powers?<br /> </li> <li data-xf-list-type="ol">Will you come to regret decisions that gave up low level powers for higher level ones?</li> </ol></li> <li data-xf-list-type="ul"><strong>Magic item dependence</strong>: With few options for higher level players from their characters, will players become reliant on magic items to provide "splash" for combat? While we're no longer dependent on them for survival in the dungeon, will we be dependent on them to alleviate boredom? In other words, will running a low-magic game face the difficult uphill battle against both a diminished set of rewards for adventuring and a diminished set of rewards for *playing* as well.</li> </ul></blockquote><p></p>
[QUOTE="Valdrax, post: 4096062, member: 56320"] My worries [list] [*][b]Too much flavor hardwiring[/b]: Feats like "Power of Amaunator" make it seem like it's going to be difficult to make custom pantheons for your campaign world w/o a constant "translation legend" for what's on the character sheet, what's in the book, and what's in the campaign. Similarly, I still worry about "Golden Wyvern," "Emerald Frost," "Iron Sigil," and the rest of their ilk. [*][b]Too much class hardwiring[/b]: Look at the Rogue powers that all rely on light blades or the weapon restrictions for sneak attack. Many single-class concepts are out, like a Rogue that uses longswords (a la the Gray Mouser) or a Rogue that prefers clubs and saps. A Rogue using any weapon other than a light blade is inherently suboptimal now. Additionally, this means that Fighter/Rogues will be strongly limited in what kinds of weapons they're effective with. I worry that multiclassing will be hamstrung in ways we haven't been able to see yet. [*][b]Splatbook power creep[/b]: This isn't a worry so much as a recognition of the inevitable. Oh, sure, they're playtesting the PHB classes for balance right now, but anyone who's read an extensive list of 3.5 splatbooks knows for a FACT that they will at some point screw up and release something utterly broken. I doubt that 4e will ever reach Rifts' level of "this book makes all the previously released classes irrelevant... again," but it's inevitable that something bad will get through and be largely irreparable. [*][b]Too few choices at high level[/b]: It's been outright stated that higher level powers replace lower level powers. This bothers me on three levels:[list=1] [*]Does this mean that a higher level character will still be "stuck in a rut" for moves? [*]Does this mean that a higher level Wizard can't put people to sleep without giving up higher level powers? [*]Will you come to regret decisions that gave up low level powers for higher level ones?[/list] [*][b]Magic item dependence[/b]: With few options for higher level players from their characters, will players become reliant on magic items to provide "splash" for combat? While we're no longer dependent on them for survival in the dungeon, will we be dependent on them to alleviate boredom? In other words, will running a low-magic game face the difficult uphill battle against both a diminished set of rewards for adventuring and a diminished set of rewards for *playing* as well. [/list] [/QUOTE]
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