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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E's New Direction: Giving the game back to the DM.
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5294782" data-attributes="member: 5143"><p>But that's not what these rules do. Right now, if I say "Build whatever characters you want using the default rules, level 15 characters" I will end up with a couple of my friends building fairly broken characters. Mainly due to the combination of magic items they'd add to their characters. Most of the items they'd pick aren't that powerful on their own and certainly don't need to be restricted.</p><p></p><p>For instance, there is a magic item that increases the distance you can teleport by 1 square each time you use a teleport power. No big deal.</p><p></p><p>There is another item that allows you to split a teleport into 2 parts. Also, no big deal.</p><p></p><p>There's a class feature that lets you do damage(I believe it is a stat modifier in damage) when you teleport away from an enemy.</p><p></p><p>There is a utility power that lets you at-will teleport 1 square as a minor action.</p><p></p><p>All the parts aren't broken, but when combined together, you get a character who is able to teleport twice per minor action, doing damage to each enemy he is next to 6 times a round without making an attack roll.</p><p></p><p>Now, as a DM I have to police these sorts of things. I don't want to have to police them. I like the fact that the new rules say "Most items will be uncommon. If you want them in your game, you will explicitly put them into your game. Your PCs won't choose them."</p><p></p><p>I do think it'll have the side effect of having 90% of all items never see play again...but I'm willing to take that risk.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5294782, member: 5143"] But that's not what these rules do. Right now, if I say "Build whatever characters you want using the default rules, level 15 characters" I will end up with a couple of my friends building fairly broken characters. Mainly due to the combination of magic items they'd add to their characters. Most of the items they'd pick aren't that powerful on their own and certainly don't need to be restricted. For instance, there is a magic item that increases the distance you can teleport by 1 square each time you use a teleport power. No big deal. There is another item that allows you to split a teleport into 2 parts. Also, no big deal. There's a class feature that lets you do damage(I believe it is a stat modifier in damage) when you teleport away from an enemy. There is a utility power that lets you at-will teleport 1 square as a minor action. All the parts aren't broken, but when combined together, you get a character who is able to teleport twice per minor action, doing damage to each enemy he is next to 6 times a round without making an attack roll. Now, as a DM I have to police these sorts of things. I don't want to have to police them. I like the fact that the new rules say "Most items will be uncommon. If you want them in your game, you will explicitly put them into your game. Your PCs won't choose them." I do think it'll have the side effect of having 90% of all items never see play again...but I'm willing to take that risk. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E's New Direction: Giving the game back to the DM.
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