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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6078679" data-attributes="member: 82106"><p>So, what you are saying is that in EVERY particular where 4e differs from whatever your reference edition is that's a bad thing. Truthfully 4e is enough different from 3e etc that using this sort of narrow statement doesn't work. Plate Armor Proficiency isn't equivalent to the hard-coded armor allowances of previous editions. </p><p></p><p></p><p>Well, sure, but since the TWF feat you get for free is balanced against whatever the fighter gets for free instead you ARE missing out. Its possibly worth it to get some specific set of things together that makes your character work for some concept, but you MIGHT want to start with the most mechanically appropriate base.</p><p></p><p></p><p>What is 'ranger' though? Suppose you want to be a ranger with a single great weapon. You could use various classes as the basis for that. A Slayer would work pretty well for instance, so would a weapon master, maybe a barbarian, or even a warden. Any of those can easily be equipped with the Nature, Perception, and Stealth skills that would probably cover what you consider "ranger" functions, and there are plenty of ways to pick up utility powers that work for your concept.</p><p></p><p></p><p>'Canard' means a tall tale, something which is false and ridiculous, which I suspect you don't really mean. <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><p></p><p></p><p>Eh, I think it would be better to have pools of powers based on power source and then a few class/theme/etc specific ones. Actually 4e already is pretty close to per-role mechanics. Certainly EVERY leader for quite a while had the same basic heal mechanic, every striker had a variation on a damage bonus mechanic, etc. Still, they weren't identical and the differences are useful. Frankly if we go further down this line of discussion it ends at 'classless modular'. That's OK, but it isn't ANY version of D&D yet...</p><p></p><p></p><p>I'm not sure I follow the single thought which unites all these... Of course I can refluff Orcus to be LG, what there's some sort of sacred cow of fluff that I'm not to violate? I think I discussed THAT with B. T. upthread. I don't think Orcus would refluff to LG very well, so its not a serious question, but I could see MANY things that can refluff a LOT. I'll use an example that worked great in my game. I needed to make a Solo low level bad guy shadowy lycanthropic boss monster. You know what I did? I refluffed a young white dragon. It was PERFECT. Nobody in that campaign will ever suspect (unless they happen to read this which I doubt). Nor would they care. Vuulthar was fantastic. Its howl was downright nasty (breath weapon refluff), and its deadly axes were scary (claw attacks), etc. Not Orcus, but it was a cool refluff (and only one of a number like it).</p><p></p><p>Again, I don't know what the logic of the shortbow was, it seems silly to me, and at one point they at least partly reversed it. IMHO it was just overlooked at the start. Nothing is perfect. OTOH it is an incredibly small house rule to let it work as a rogue weapon. If you want to be incredibly pedantic take the light crossbow stats and call it a short bow. Honestly it seems to me that your other issues apply more against previous editions than against 4e. I can only repeat that nothing is really perfect and most of these kinds of things in 3e and 4e were both probably not intended. The designers of both editions seem to have been less than fully cognizant of how their rules would be used in practice.</p><p></p><p></p><p></p><p>I don't think they were lazy at all. I think by default they decided to have 'thematic' weapons, armors, fighting styles, etc. They knew that most players would identify with that, and they could change stuff or add more stuff later. To a large extent that's what happened. Rogues at this point in 4e can use a short bow and get SA, they can also use a club, a mace, any one-handed heavy blade, and probably a few other things if I dig around for feats. We could do this exercise with other classes, and there are some gaps, etc, but I think it is overly harsh to say that as a general statement 4e classes are overly rigid.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6078679, member: 82106"] So, what you are saying is that in EVERY particular where 4e differs from whatever your reference edition is that's a bad thing. Truthfully 4e is enough different from 3e etc that using this sort of narrow statement doesn't work. Plate Armor Proficiency isn't equivalent to the hard-coded armor allowances of previous editions. Well, sure, but since the TWF feat you get for free is balanced against whatever the fighter gets for free instead you ARE missing out. Its possibly worth it to get some specific set of things together that makes your character work for some concept, but you MIGHT want to start with the most mechanically appropriate base. What is 'ranger' though? Suppose you want to be a ranger with a single great weapon. You could use various classes as the basis for that. A Slayer would work pretty well for instance, so would a weapon master, maybe a barbarian, or even a warden. Any of those can easily be equipped with the Nature, Perception, and Stealth skills that would probably cover what you consider "ranger" functions, and there are plenty of ways to pick up utility powers that work for your concept. 'Canard' means a tall tale, something which is false and ridiculous, which I suspect you don't really mean. ;) Eh, I think it would be better to have pools of powers based on power source and then a few class/theme/etc specific ones. Actually 4e already is pretty close to per-role mechanics. Certainly EVERY leader for quite a while had the same basic heal mechanic, every striker had a variation on a damage bonus mechanic, etc. Still, they weren't identical and the differences are useful. Frankly if we go further down this line of discussion it ends at 'classless modular'. That's OK, but it isn't ANY version of D&D yet... I'm not sure I follow the single thought which unites all these... Of course I can refluff Orcus to be LG, what there's some sort of sacred cow of fluff that I'm not to violate? I think I discussed THAT with B. T. upthread. I don't think Orcus would refluff to LG very well, so its not a serious question, but I could see MANY things that can refluff a LOT. I'll use an example that worked great in my game. I needed to make a Solo low level bad guy shadowy lycanthropic boss monster. You know what I did? I refluffed a young white dragon. It was PERFECT. Nobody in that campaign will ever suspect (unless they happen to read this which I doubt). Nor would they care. Vuulthar was fantastic. Its howl was downright nasty (breath weapon refluff), and its deadly axes were scary (claw attacks), etc. Not Orcus, but it was a cool refluff (and only one of a number like it). Again, I don't know what the logic of the shortbow was, it seems silly to me, and at one point they at least partly reversed it. IMHO it was just overlooked at the start. Nothing is perfect. OTOH it is an incredibly small house rule to let it work as a rogue weapon. If you want to be incredibly pedantic take the light crossbow stats and call it a short bow. Honestly it seems to me that your other issues apply more against previous editions than against 4e. I can only repeat that nothing is really perfect and most of these kinds of things in 3e and 4e were both probably not intended. The designers of both editions seem to have been less than fully cognizant of how their rules would be used in practice. I don't think they were lazy at all. I think by default they decided to have 'thematic' weapons, armors, fighting styles, etc. They knew that most players would identify with that, and they could change stuff or add more stuff later. To a large extent that's what happened. Rogues at this point in 4e can use a short bow and get SA, they can also use a club, a mace, any one-handed heavy blade, and probably a few other things if I dig around for feats. We could do this exercise with other classes, and there are some gaps, etc, but I think it is overly harsh to say that as a general statement 4e classes are overly rigid. [/QUOTE]
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