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D&D Older Editions, OSR, & D&D Variants
[4e] Paladin (feat) advice needed
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<blockquote data-quote="Tony Vargas" data-source="post: 6845854" data-attributes="member: 996"><p>Ask Paizo. ;(</p><p>Another would be to continue ongoing support for a game that the original publisher has abandoned for whatever reason. The d20 SRD made that not only legal, but easy, to do for 3.5 - the GSL makes it virtually impossible to do legally for 4e. </p><p></p><p>One of the oddities of 4e design that just stood out as inconsistent, to me, was controller role-support. The other 3 Roles were all neatly supported by class features. Leaders got encounter surge-triggers, strikers extra damage, defenders marking. Controllers, OTOH, just plain got better powers than everyone else. PH1, that was the Wizard just plain got better powers than everyone else. The Controller Role came off as an excuse to make Wizard spells strictly superior.</p><p></p><p>I've often thought it'd be nice to have generic powers by source, and have role support features interact/synergize with them. Instead of just plain getting better spells than everyone else, for instance, the Wizard could have some sort of metamagic feature that let him upgrade conditions or expand AEs.</p><p></p><p>I assume you've seen Champions! and Hero System, I think we've talked about it before. Hero is a universal point-buy system (for powers, skills are a perniciously open-ended list). Hero was also the ultimate at what got called 're-skinning' in 4e - powers were just what they did, what they looked like and how they worked were a player-defined 'special effect.'</p><p></p><p>'Restrained table rules' are definitely a good idea. In Hero, there were typically attack & defense caps - in the Hero spin-off, Fuzion, there was a 'RoX' formula to generate them, but, frankly, it didn't work well. 'Restraint' was definitely where it was at. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6845854, member: 996"] Ask Paizo. ;( Another would be to continue ongoing support for a game that the original publisher has abandoned for whatever reason. The d20 SRD made that not only legal, but easy, to do for 3.5 - the GSL makes it virtually impossible to do legally for 4e. One of the oddities of 4e design that just stood out as inconsistent, to me, was controller role-support. The other 3 Roles were all neatly supported by class features. Leaders got encounter surge-triggers, strikers extra damage, defenders marking. Controllers, OTOH, just plain got better powers than everyone else. PH1, that was the Wizard just plain got better powers than everyone else. The Controller Role came off as an excuse to make Wizard spells strictly superior. I've often thought it'd be nice to have generic powers by source, and have role support features interact/synergize with them. Instead of just plain getting better spells than everyone else, for instance, the Wizard could have some sort of metamagic feature that let him upgrade conditions or expand AEs. I assume you've seen Champions! and Hero System, I think we've talked about it before. Hero is a universal point-buy system (for powers, skills are a perniciously open-ended list). Hero was also the ultimate at what got called 're-skinning' in 4e - powers were just what they did, what they looked like and how they worked were a player-defined 'special effect.' 'Restrained table rules' are definitely a good idea. In Hero, there were typically attack & defense caps - in the Hero spin-off, Fuzion, there was a 'RoX' formula to generate them, but, frankly, it didn't work well. 'Restraint' was definitely where it was at. ;) [/QUOTE]
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[4e] Paladin (feat) advice needed
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