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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
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<blockquote data-quote="UngeheuerLich" data-source="post: 4083926" data-attributes="member: 59057"><p>The math seems to work out quite well, the ability vs either defense (or just another ability mod + 10) or AC and the healing surges.</p><p></p><p>What i can see now is that whatever powers you dislike, you can easily scratch them and play straight powerless classes and add some special abilities to them. </p><p>You can also regain hp at the rate of one healing surge per day for natural healing and maybe give every leader class a number of healing surges per day to spend on anybody. (to a max of characters healing surges per day) And voila, thats a less heroic game.</p><p></p><p>And just for the record: Even at first level divine martial and arcane look quite different:</p><p></p><p>martial dailys seem to be very reliable.</p><p></p><p>divine per encounter have shared cooldowns. (OMG WoW expressions)</p><p></p><p>wizards can select between different dailies and can use cantrips at will, with mage hand and light as very powerful, impressive utility spells.</p><p></p><p>And one last thought: if wizards can vaporize a fighte at range, the fighter should vaporize the wizard in close combat. Especially 3rd edition failed at that...</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 4083926, member: 59057"] The math seems to work out quite well, the ability vs either defense (or just another ability mod + 10) or AC and the healing surges. What i can see now is that whatever powers you dislike, you can easily scratch them and play straight powerless classes and add some special abilities to them. You can also regain hp at the rate of one healing surge per day for natural healing and maybe give every leader class a number of healing surges per day to spend on anybody. (to a max of characters healing surges per day) And voila, thats a less heroic game. And just for the record: Even at first level divine martial and arcane look quite different: martial dailys seem to be very reliable. divine per encounter have shared cooldowns. (OMG WoW expressions) wizards can select between different dailies and can use cantrips at will, with mage hand and light as very powerful, impressive utility spells. And one last thought: if wizards can vaporize a fighte at range, the fighter should vaporize the wizard in close combat. Especially 3rd edition failed at that... [/QUOTE]
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4E: The day the game ate the roleplayer?
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