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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="MoonSong" data-source="post: 6079698" data-attributes="member: 6689464"><p>Ok basic details on this human paladin/sorcerer:</p><p></p><p>Str 12</p><p>Dex 15 <- highest stat</p><p>Con 10</p><p>Int 13</p><p>Wis 8 <- designated dump stat, this pc wouldn't be the same without a wis penalty </p><p>Cha 14 <- second highest stat</p><p></p><p>Trained skills</p><p>Appraise +4</p><p>Bluff +6</p><p>Concentration +6</p><p>Diplomacy +4</p><p>Handle animal +4</p><p>Ride +4</p><p>tumble +4</p><p>UMD +3</p><p>(notice k:arcana and spellcraft aren't trained at all, this is a major aspect of the character)</p><p></p><p>Feats</p><p>1- Two Weapon fighting</p><p>Human- Martial Weapon proficiency [Halberd] (didn't know this pc was going to eventually multiclass, this chracter evolved organically)</p><p>3- Weapon Finesse</p><p></p><p>Spells </p><p>0 level : </p><p>Detect Magic (I know this is a part of arcana in 4e, but this character shouldn't get training on it)</p><p>Ray of Frost (hasn't actually come up at all wouldn't be an actual loss)</p><p>Dancing Lights < Favorite spell</p><p>Light < Used very often</p><p>1st</p><p>Mage Armor </p><p>Magic Missile (not seen too much use, only a couple of times at all)</p><p></p><p>Basically on 4e terms, this guy fights like a ranger, sees evil, lays on hands and smashes like a paladin, uses inborn uility magic and some small self buffing, while also having the ocassional MM, And is very social and switches between tanking and battlefield mobility. </p><p></p><p></p><p></p><p></p><p></p><p>Don't have it at hand, but as far as i can recall:</p><p></p><p>Highest stats Dex, Wis & Cha, dump stat Str. This PC was very invested on the Lasso, being a very usefull weapon for tripping, disarming and crowd control (not to mention going nuts with knots),</p><p>SPheres: Animal, healing, Charm, protection, summoning</p><p>Granted powers: inspire berseker rage, turn undead, soothing word, charm, inspire fear </p><p>However this pc was primarily meant for interaction, not for combat, I cannot think of a good way to have meteorology, cooking & 100 uses for rope represented on 4e without a heavy reliance on page 42</p><p></p><p></p><p></p><p></p><p>The point is, never before I felt this character concept was disruptive, 2e's "I will help you to get there, in combat I'm not very useful so I will limit to keep you on fighting condition and out of problems acting more in self defense" or "I will keep you patched, in combat I will help you defeat enemies but not to kill them, in return I will provide as much as four times the regular healing which even accounting being a little more hurt by me not being that combat effective will allow you to fight twice as many fights as you'd normally be, and In a pinch I can hurt mysself to heal you even more, not to mention I'm not taking away your spotlight as a combatant", in my experience those were very enabling roles. In 4e that becomes disrupting because you have very limited healing resources every fight and you only prolong what are very long fights to begin with, and you aren't that effective at healing if you don't contribute to the slaughter, and there is no way to change that, even the pacifist healer feels like a copt out, it only punishes you for not being pacifist, instead of giving you the ability to act like one. Temp damage was good, it gave you the ability to spare your enemies regardless of who did the final attack, but I guess there are too many things to track already</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6079698, member: 6689464"] Ok basic details on this human paladin/sorcerer: Str 12 Dex 15 <- highest stat Con 10 Int 13 Wis 8 <- designated dump stat, this pc wouldn't be the same without a wis penalty Cha 14 <- second highest stat Trained skills Appraise +4 Bluff +6 Concentration +6 Diplomacy +4 Handle animal +4 Ride +4 tumble +4 UMD +3 (notice k:arcana and spellcraft aren't trained at all, this is a major aspect of the character) Feats 1- Two Weapon fighting Human- Martial Weapon proficiency [Halberd] (didn't know this pc was going to eventually multiclass, this chracter evolved organically) 3- Weapon Finesse Spells 0 level : Detect Magic (I know this is a part of arcana in 4e, but this character shouldn't get training on it) Ray of Frost (hasn't actually come up at all wouldn't be an actual loss) Dancing Lights < Favorite spell Light < Used very often 1st Mage Armor Magic Missile (not seen too much use, only a couple of times at all) Basically on 4e terms, this guy fights like a ranger, sees evil, lays on hands and smashes like a paladin, uses inborn uility magic and some small self buffing, while also having the ocassional MM, And is very social and switches between tanking and battlefield mobility. Don't have it at hand, but as far as i can recall: Highest stats Dex, Wis & Cha, dump stat Str. This PC was very invested on the Lasso, being a very usefull weapon for tripping, disarming and crowd control (not to mention going nuts with knots), SPheres: Animal, healing, Charm, protection, summoning Granted powers: inspire berseker rage, turn undead, soothing word, charm, inspire fear However this pc was primarily meant for interaction, not for combat, I cannot think of a good way to have meteorology, cooking & 100 uses for rope represented on 4e without a heavy reliance on page 42 The point is, never before I felt this character concept was disruptive, 2e's "I will help you to get there, in combat I'm not very useful so I will limit to keep you on fighting condition and out of problems acting more in self defense" or "I will keep you patched, in combat I will help you defeat enemies but not to kill them, in return I will provide as much as four times the regular healing which even accounting being a little more hurt by me not being that combat effective will allow you to fight twice as many fights as you'd normally be, and In a pinch I can hurt mysself to heal you even more, not to mention I'm not taking away your spotlight as a combatant", in my experience those were very enabling roles. In 4e that becomes disrupting because you have very limited healing resources every fight and you only prolong what are very long fights to begin with, and you aren't that effective at healing if you don't contribute to the slaughter, and there is no way to change that, even the pacifist healer feels like a copt out, it only punishes you for not being pacifist, instead of giving you the ability to act like one. Temp damage was good, it gave you the ability to spare your enemies regardless of who did the final attack, but I guess there are too many things to track already [/QUOTE]
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