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General Tabletop Discussion
*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Siberys" data-source="post: 6081099" data-attributes="member: 30619"><p>As I recall on 3.x, a character was ko'd with nonlethal when the nonlethal damage equaled or exceeded the character's current hp, aye? That means that, unless you're pumping your damage, a good hit will totally negate the actions you put into nonlethal. Which wouldn't be too rare if you're sinking all your resources into being nonlethal instead of pumping damage. And all of those methods you listed for bypassing the penalty? They require other characters to spend build options - so instead of reducing their likelyhood to hit, you're asking them to drop a feat or a bunch of gold for /your/ character concept, which is another way of saying "thereby reducing their efficacy in combat". That's what I'm getting at. In 4e, that's not necessary. You aren't taking something mechanical from your party members to play with your character concept in 4e, but it's required to play along in 3.x.</p><p></p><p>And, y'know, there are ways to contribute to a fight without killing in 4e. It just happens to be /really easy/ mechanically, because reduced to 0 hp != dead; it means unable to fight.</p><p></p><p>As for 1), well, what's that different about taking a feat to be a sorcerer and spending a level to be a sorcerer? I mean, I'll admit, the power-swap feats are too much of an investment. I've rolled their benefit into the main MC feats. But other than that, what? If you want your character to change from paladin-with-sorcerer to sorcerer-with-paladin, rebuild it! I can kinda dig the system mastery bit, but even then it's not like you need to know the guts of the classes to get reflavoring or weird character building right. Just basic descriptions and ability score preferences, with maybe some powers if you're being picky. :/</p></blockquote><p></p>
[QUOTE="Siberys, post: 6081099, member: 30619"] As I recall on 3.x, a character was ko'd with nonlethal when the nonlethal damage equaled or exceeded the character's current hp, aye? That means that, unless you're pumping your damage, a good hit will totally negate the actions you put into nonlethal. Which wouldn't be too rare if you're sinking all your resources into being nonlethal instead of pumping damage. And all of those methods you listed for bypassing the penalty? They require other characters to spend build options - so instead of reducing their likelyhood to hit, you're asking them to drop a feat or a bunch of gold for /your/ character concept, which is another way of saying "thereby reducing their efficacy in combat". That's what I'm getting at. In 4e, that's not necessary. You aren't taking something mechanical from your party members to play with your character concept in 4e, but it's required to play along in 3.x. And, y'know, there are ways to contribute to a fight without killing in 4e. It just happens to be /really easy/ mechanically, because reduced to 0 hp != dead; it means unable to fight. As for 1), well, what's that different about taking a feat to be a sorcerer and spending a level to be a sorcerer? I mean, I'll admit, the power-swap feats are too much of an investment. I've rolled their benefit into the main MC feats. But other than that, what? If you want your character to change from paladin-with-sorcerer to sorcerer-with-paladin, rebuild it! I can kinda dig the system mastery bit, but even then it's not like you need to know the guts of the classes to get reflavoring or weird character building right. Just basic descriptions and ability score preferences, with maybe some powers if you're being picky. :/ [/QUOTE]
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