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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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<blockquote data-quote="Rystil Arden" data-source="post: 4269132" data-attributes="member: 29014"><p>Hmm, and you'd have to extensively houserule it to help that javelin character too, since the melee cleric powers are often substantially stronger than the Wis ones at any given level, balanced by the fact that they require you to get into melee.</p><p></p><p>But you're right, there is definitely much less flexibility. In part, it's because that forces you to be more-or-less one of two or three relatively predictable builds for any given class and thus makes it easier to balance encounters and such. It also means you can easily churn out more base classes for $$ without worrying about overlapping too much. Now WotC can make a Valkyrie class that uses spears and javelins while having divine magic (a leader somewhat hybrid of Warlord and Cleric that has lightning and thunder powers and throws javelins) for you to buy for that Cleric's player, and the Valkyrie has niche protection. Or at least, that's what an apologist will say. </p><p></p><p>[Random Sidenote]Personally, I mourn the loss of flexibility. Fortunately, I plan on playing both 3.5 and 4e, so I won't have to mourn it too much. 4e and 3.5 have strengths in such opposite areas that it really seems most awesome to just play both, whichever one has strengths you want to focus on today. Well, except for the people who were too unimaginative/unskillful to handle certain aspects of 3.X that I find easy, or those who are similarly unimaginative and see dealbreakers in 4e's various flaws where I see opportunities for houserules.[/Random Sidenote]</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 4269132, member: 29014"] Hmm, and you'd have to extensively houserule it to help that javelin character too, since the melee cleric powers are often substantially stronger than the Wis ones at any given level, balanced by the fact that they require you to get into melee. But you're right, there is definitely much less flexibility. In part, it's because that forces you to be more-or-less one of two or three relatively predictable builds for any given class and thus makes it easier to balance encounters and such. It also means you can easily churn out more base classes for $$ without worrying about overlapping too much. Now WotC can make a Valkyrie class that uses spears and javelins while having divine magic (a leader somewhat hybrid of Warlord and Cleric that has lightning and thunder powers and throws javelins) for you to buy for that Cleric's player, and the Valkyrie has niche protection. Or at least, that's what an apologist will say. [Random Sidenote]Personally, I mourn the loss of flexibility. Fortunately, I plan on playing both 3.5 and 4e, so I won't have to mourn it too much. 4e and 3.5 have strengths in such opposite areas that it really seems most awesome to just play both, whichever one has strengths you want to focus on today. Well, except for the people who were too unimaginative/unskillful to handle certain aspects of 3.X that I find easy, or those who are similarly unimaginative and see dealbreakers in 4e's various flaws where I see opportunities for houserules.[/Random Sidenote] [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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