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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="MoonSong" data-source="post: 6080802" data-attributes="member: 6689464"><p>The only thing with this, is the very high level nature of it (my pc has yet to reach 6th level), and that hybrid paladins can't lay on hands. And the halberd is there as an option to switch to when the situation calls for it: Surrounded? use two weapons to cause as much damage as possible, have more room to move? use the halberd. </p><p></p><p>It also causes a big dissonance to mechanically have this character be a paladin who multiclasses sorcerer, when in character it was the other way around. Remember NEITHER THE CHARACTER NOR ME KNEW HE WAS GOING TO BECOME A PALADIN AT CHARACTER CREATION, or for the entirety of the whole first level, it all happened organically in the telling, </p><p></p><p></p><p></p><p></p><p></p><p>Again, the biggest problem is you can't just pull this off organically in 4e, you have to plan in advance, all quirks and deviations on the growth of the character specifically happening in the backstory, being carefully scripted or taking a painfull and nonsesically long time to pull off while compromising effectivity instead of emerging organically in the day to day play. A second level 4e rogue who decides he wishes to change his life and reform to be a cleric has no way to stop learning and developping roguey abililities and dedicate all of his efforts to become a cleric, he still has to keep learning rogue things for eight levels before he can be an effective cleric, and even then he never stops learning to be a rogue, and the amount of resources he has dedicated to this will make him very suboptimal overall. In 2e he could just have dual classed the next time he earned a level (of course assumming he had the stats to pull it off) and in 3.x he stopps taking rogue levels for cleric levels. Nothing short of a full character rebuild can acomplish this on 4e (and again it isn't and organic process)</p><p></p><p></p><p></p><p>Weirdness aside from pretending there is a lasso that isn't there, this is actually pretty close, but I'm starting to notice that a good amount of PCs of diverse classes that I had on previous editions can only be expressed on 4ey play as a Lazy Warlord with ritual casting. Or as companion NPCs. TBH when playing 4e I find myself freeforming more often than not, and I tend to miss the supports NWPs and skills give. My playstyle and 4e apparently don't mesh too well at a fundamental level. </p><p></p><p></p><p></p><p>Yeah, an actual pacifist PC adventurer not necesarilly makes any sense, however not all PC necesarilly are adventurers, there can be countless of reasons a pacifist PC goes along with a bunch of "murdering hobos", ranging from "they are my friends and I don't want them to be killed", "I'm looking for someone and being with these guys makes traveling a little safer", "I cannot go back home and they offer me a chance to survive" to "they kidnappend me and are forcing me to go along with their plans". But again there is a huge chasm between murdering and killing people and just beating the crap out of them. </p><p></p><p></p><p></p><p>Actually you just described the 4e pacifist healer pretty well, you just forgot the hypcritical ones who will use loopholes to directly kill enemies anyway. Again because that feat only gave you an incentive to act on non-violent ways, instead of giving you the ability to subdue, which is dearly missed. I'm looking for something more along "I just don't want anybody to die, friend or foe."</p><p></p><p>In 2e and 3e, when you use temporal/nonlethal damage, a number of things happen:</p><p></p><p>* You are still contributing to the fight.</p><p>* Short of the rogue or fighter getting lucky, (or using a coup de grace), the enemy will just pass out instead of pass over. You aren't helping your friends kill it, they are helping you to subdue it.</p><p>* You get to be picky, it doens't automatically imply you are friend to all living things (the morality of the character can still vary greatly, some could be limited to sentient beings, some would limit to humanoids, some others could consider elf aren't persons) and there's still unliving things and constructs to whom you can just go all out.</p><p>* It is something the character brings to the table, instead of having to convice everybody to play along in order to have this character concept work, you just do it, nobody has to change the way they play (except for the DM who now has the chance of recycling encounters).</p><p>* It isn't limited to just the leader, any character in any class or roll can opt into it.</p><p></p><p>And I like more the 2e (and basic) approach that had more tolerance for members in the party being less effective in combat as oppossed to "everybody fights or the party dies" from 3.x and 4e encounter design. And moreso when compared to the "enter the hp ablation game or no game". Don't get me wrong I like to play plenty of regular adventurers myself, but it is frustrating not having the support to play a character type, that was propperly supported before, beyond table fiat and heavy reskinning.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6080802, member: 6689464"] The only thing with this, is the very high level nature of it (my pc has yet to reach 6th level), and that hybrid paladins can't lay on hands. And the halberd is there as an option to switch to when the situation calls for it: Surrounded? use two weapons to cause as much damage as possible, have more room to move? use the halberd. It also causes a big dissonance to mechanically have this character be a paladin who multiclasses sorcerer, when in character it was the other way around. Remember NEITHER THE CHARACTER NOR ME KNEW HE WAS GOING TO BECOME A PALADIN AT CHARACTER CREATION, or for the entirety of the whole first level, it all happened organically in the telling, Again, the biggest problem is you can't just pull this off organically in 4e, you have to plan in advance, all quirks and deviations on the growth of the character specifically happening in the backstory, being carefully scripted or taking a painfull and nonsesically long time to pull off while compromising effectivity instead of emerging organically in the day to day play. A second level 4e rogue who decides he wishes to change his life and reform to be a cleric has no way to stop learning and developping roguey abililities and dedicate all of his efforts to become a cleric, he still has to keep learning rogue things for eight levels before he can be an effective cleric, and even then he never stops learning to be a rogue, and the amount of resources he has dedicated to this will make him very suboptimal overall. In 2e he could just have dual classed the next time he earned a level (of course assumming he had the stats to pull it off) and in 3.x he stopps taking rogue levels for cleric levels. Nothing short of a full character rebuild can acomplish this on 4e (and again it isn't and organic process) Weirdness aside from pretending there is a lasso that isn't there, this is actually pretty close, but I'm starting to notice that a good amount of PCs of diverse classes that I had on previous editions can only be expressed on 4ey play as a Lazy Warlord with ritual casting. Or as companion NPCs. TBH when playing 4e I find myself freeforming more often than not, and I tend to miss the supports NWPs and skills give. My playstyle and 4e apparently don't mesh too well at a fundamental level. Yeah, an actual pacifist PC adventurer not necesarilly makes any sense, however not all PC necesarilly are adventurers, there can be countless of reasons a pacifist PC goes along with a bunch of "murdering hobos", ranging from "they are my friends and I don't want them to be killed", "I'm looking for someone and being with these guys makes traveling a little safer", "I cannot go back home and they offer me a chance to survive" to "they kidnappend me and are forcing me to go along with their plans". But again there is a huge chasm between murdering and killing people and just beating the crap out of them. Actually you just described the 4e pacifist healer pretty well, you just forgot the hypcritical ones who will use loopholes to directly kill enemies anyway. Again because that feat only gave you an incentive to act on non-violent ways, instead of giving you the ability to subdue, which is dearly missed. I'm looking for something more along "I just don't want anybody to die, friend or foe." In 2e and 3e, when you use temporal/nonlethal damage, a number of things happen: * You are still contributing to the fight. * Short of the rogue or fighter getting lucky, (or using a coup de grace), the enemy will just pass out instead of pass over. You aren't helping your friends kill it, they are helping you to subdue it. * You get to be picky, it doens't automatically imply you are friend to all living things (the morality of the character can still vary greatly, some could be limited to sentient beings, some would limit to humanoids, some others could consider elf aren't persons) and there's still unliving things and constructs to whom you can just go all out. * It is something the character brings to the table, instead of having to convice everybody to play along in order to have this character concept work, you just do it, nobody has to change the way they play (except for the DM who now has the chance of recycling encounters). * It isn't limited to just the leader, any character in any class or roll can opt into it. And I like more the 2e (and basic) approach that had more tolerance for members in the party being less effective in combat as oppossed to "everybody fights or the party dies" from 3.x and 4e encounter design. And moreso when compared to the "enter the hp ablation game or no game". Don't get me wrong I like to play plenty of regular adventurers myself, but it is frustrating not having the support to play a character type, that was propperly supported before, beyond table fiat and heavy reskinning. [/QUOTE]
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