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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="helium3" data-source="post: 4269207" data-attributes="member: 31301"><p>That the "weapon" powers were substantially stronger than the non-weapon powers didn't pop off the page at me, but I wasn't really looking for that. I actually figured making that house ruling would be pretty easy, with the only potential problem being that the game now seems to EXPECT cleric's to be on the front line, only a square behind the defenders.</p><p></p><p>Allowing the javelin to be used would let my player keep his cleric in the middle of the group where he likes to be, but who knows how that would screw up "game balance" if things are so tightly constrained as to expect the cleric to be in a specific spot in every encounter. </p><p></p><p>During the first game with the pre-gens I had to explain to him a couple of times that while he's used to playing his character a particular way, 4E expects him to do something different and that he should just go with it if he wants to see what the new edition is supposed to play like.</p><p></p><p></p><p></p><p>Heh heh. I love that the DMG contains absolutely zero rules verbiage on how to generate your own classes, powers or rituals. As if not including rules is going to prevent it from happening. I mean, I get why the DMG lacks those sections, but it seems sorta silly not to include rules for it. Some DM's are going to do it no matter what you try to force them to do. </p><p></p><p></p><p></p><p>Yeah. I've been predicting for a while now that a lot of groups will switch back and forth between 4E and some other system (3E maybe) when they get bored with it. And I'll tell you one thing, it may just be that I'm not up to speed but running a 4E encounter is VERY rough on the DM. There are a LOT of things going on and a lot to keep track of. I've already told the players that they're responsible for remembering the conditions they place on the creatures and that if they don't remind me, it doesn't happen.</p></blockquote><p></p>
[QUOTE="helium3, post: 4269207, member: 31301"] That the "weapon" powers were substantially stronger than the non-weapon powers didn't pop off the page at me, but I wasn't really looking for that. I actually figured making that house ruling would be pretty easy, with the only potential problem being that the game now seems to EXPECT cleric's to be on the front line, only a square behind the defenders. Allowing the javelin to be used would let my player keep his cleric in the middle of the group where he likes to be, but who knows how that would screw up "game balance" if things are so tightly constrained as to expect the cleric to be in a specific spot in every encounter. During the first game with the pre-gens I had to explain to him a couple of times that while he's used to playing his character a particular way, 4E expects him to do something different and that he should just go with it if he wants to see what the new edition is supposed to play like. Heh heh. I love that the DMG contains absolutely zero rules verbiage on how to generate your own classes, powers or rituals. As if not including rules is going to prevent it from happening. I mean, I get why the DMG lacks those sections, but it seems sorta silly not to include rules for it. Some DM's are going to do it no matter what you try to force them to do. Yeah. I've been predicting for a while now that a lot of groups will switch back and forth between 4E and some other system (3E maybe) when they get bored with it. And I'll tell you one thing, it may just be that I'm not up to speed but running a 4E encounter is VERY rough on the DM. There are a LOT of things going on and a lot to keep track of. I've already told the players that they're responsible for remembering the conditions they place on the creatures and that if they don't remind me, it doesn't happen. [/QUOTE]
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