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<blockquote data-quote="doctorbadwolf" data-source="post: 7556125" data-attributes="member: 6704184"><p>I think that the multi-role thing can be done better using feats and powers, or make the level 1 build choice more impactful. </p><p></p><p>A lot of the classes are going to be very hard to satisfying accomplish inside of one of the “12+”. </p><p></p><p>Is the Avenger a Paladin? Do all Paladin’s get a choice between heavy armor and unarmored defense? </p><p></p><p>A lot of character identity for many classes exists in mechanics that are built into powers. How does a Monk work with generic powers? It won’t be anything like the 4e monk, that’s for sure! </p><p></p><p>My suggestion is to: </p><p></p><p>rip out 4e’s math, and replace it with bounded accuracy</p><p></p><p>Drop monster HP more in line with Monster Vault and MV: Nentir Vale numbers</p><p></p><p>Dramatically shrink sources of stacking bonuses of any kind. No six sources of damage bonuses, none of it. </p><p></p><p>Kill all fidly feats that don’t contribute to story in any way. Situational tactical stuff is fun, +x on y attacks that deal z damage is boring. </p><p></p><p>Give all classes a basic close and basic ranged attack. All things that rely on basic attacks work with any basic attack of the right kind (opportunity attacks are available to everyone, leaders can give attacks to anyone). All attack powers use a basic attack, and add to/modify it, whenever possible. </p><p></p><p>Gain power slots, learn new powers to use with those slots. Want to power attack 3 times an encounter? Cool! Have fun! </p><p></p><p>Increase skill and other utility powers. </p><p></p><p>Bake in Themes from the start. </p><p></p><p>Allow choosing essentials style builds that gain passive features instead of a wide array of powers. </p><p></p><p>Give each role and power source powers available to all characters of that role and power source, to consolidate powers a bit, and save some work. But class powers are a vital part of 4e.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7556125, member: 6704184"] I think that the multi-role thing can be done better using feats and powers, or make the level 1 build choice more impactful. A lot of the classes are going to be very hard to satisfying accomplish inside of one of the “12+”. Is the Avenger a Paladin? Do all Paladin’s get a choice between heavy armor and unarmored defense? A lot of character identity for many classes exists in mechanics that are built into powers. How does a Monk work with generic powers? It won’t be anything like the 4e monk, that’s for sure! My suggestion is to: rip out 4e’s math, and replace it with bounded accuracy Drop monster HP more in line with Monster Vault and MV: Nentir Vale numbers Dramatically shrink sources of stacking bonuses of any kind. No six sources of damage bonuses, none of it. Kill all fidly feats that don’t contribute to story in any way. Situational tactical stuff is fun, +x on y attacks that deal z damage is boring. Give all classes a basic close and basic ranged attack. All things that rely on basic attacks work with any basic attack of the right kind (opportunity attacks are available to everyone, leaders can give attacks to anyone). All attack powers use a basic attack, and add to/modify it, whenever possible. Gain power slots, learn new powers to use with those slots. Want to power attack 3 times an encounter? Cool! Have fun! Increase skill and other utility powers. Bake in Themes from the start. Allow choosing essentials style builds that gain passive features instead of a wide array of powers. Give each role and power source powers available to all characters of that role and power source, to consolidate powers a bit, and save some work. But class powers are a vital part of 4e. [/QUOTE]
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