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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="LostSoul" data-source="post: 6077459" data-attributes="member: 386"><p>I think you overestimate the Fighter's defining combat style. Of those that you listed, only archery isn't a mechanically optimal build. (I don't think - it could be.) That said, I understand the dislike. I'd have preferred the Fighter to be a little more effective in ranged combat. I can understand why they did that - they wanted to give the Fighter class a stronger archetype than it had before. I think that's a reasonable decision to make in a class-based system, even if it takes away flexibility from the class that was there in previous editions.</p><p></p><p>I think the same goes for the Paladin. They wanted the Paladin to exemplify a specific set of virtues - valiant, self-sacrificial, that sort of thing. I don't think the Paladin from the PHB is a good fit for all the different sorts of gods out there (or the Cleric, for that matter), and I agree that this causes some dissonance - why does my Paladin of Zehir (god of darkness) shoot light and colour? Again, I can see why they made that decision and I think it's a reasonable one (though less so than what they did with the Fighter). </p><p></p><p>(For me, the issue lies in the definition of "Radiant" damage. I have changed "Radiant" damage in my game to be a manifestation of the divine character's belief system - so your Paladin of Zehir would inflict "blinding darkness" (0 HP = permanently blind). This requires me to work out exactly what each power is doing with the player of that PC, but I enjoy that. I do the same with the other classes anyway.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6077459, member: 386"] I think you overestimate the Fighter's defining combat style. Of those that you listed, only archery isn't a mechanically optimal build. (I don't think - it could be.) That said, I understand the dislike. I'd have preferred the Fighter to be a little more effective in ranged combat. I can understand why they did that - they wanted to give the Fighter class a stronger archetype than it had before. I think that's a reasonable decision to make in a class-based system, even if it takes away flexibility from the class that was there in previous editions. I think the same goes for the Paladin. They wanted the Paladin to exemplify a specific set of virtues - valiant, self-sacrificial, that sort of thing. I don't think the Paladin from the PHB is a good fit for all the different sorts of gods out there (or the Cleric, for that matter), and I agree that this causes some dissonance - why does my Paladin of Zehir (god of darkness) shoot light and colour? Again, I can see why they made that decision and I think it's a reasonable one (though less so than what they did with the Fighter). (For me, the issue lies in the definition of "Radiant" damage. I have changed "Radiant" damage in my game to be a manifestation of the divine character's belief system - so your Paladin of Zehir would inflict "blinding darkness" (0 HP = permanently blind). This requires me to work out exactly what each power is doing with the player of that PC, but I enjoy that. I do the same with the other classes anyway.) [/QUOTE]
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4th edition, The fantastic game that everyone hated.
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