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A few comments from a playtester
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<blockquote data-quote="Rechan" data-source="post: 4244114" data-attributes="member: 54846"><p>I took a high level "hong-class" feat. </p><p></p><p></p><p>Because there have never been stories where someone develops really, really potent abilities that suddenly surface which they can only use infrequently (read: daily). </p><p></p><p>You act as though this is suddenly new. In 3.0, all you had to do was take one level in Ranger and you got automatic two weapon fighting and track. Many people "Just stayed long enough for their apprenticeship before never touching it again"? </p><p></p><p>Or how becoming a wizard is a long grueling process that takes years of apprenticeship, but all anyone has to do is take a single level in Wizard after the fact and they get the same stuff that a standard 1st level wizard did. All because "They've been looking over the wizard's shoulder". If all one has to do is look over a guy's shoulder as you adventure, then there's little reason for Wizardry Colleges. </p><p></p><p>And hey, while we're on the topic of feats: A fighter who's 12th level and takes Power Attack for the first time can subtract 12 from his hit into his damage. Look at that; he gets a HUGE benefit for taking the feat later, rather than taking it at first level and using it the entire time. </p><p></p><p>Or a fighter 5/Wiz 1 can take 'Practice Spellcaster' and gets a caster level equal to level 5?</p><p></p><p>Or hey, let's go earlier. In 1e, elves and dwarves didn't multi-class; they had the Elf and Dwarf class. In 2e, dwarves couldn't use class x or y. That's not <em>realistic</em>.</p><p></p><p>I could go through D&D and point out everything that doesn't match up "realistically" with "story". I'm sure your response to each of these would be explaining it away, story wise. Which is doable with 4e if you stretch it just like the above examples.</p><p></p><p>It ultimately <strong>does not matter</strong>. It's mechanically balanced. Make up whatever explanation you want for it. Don't like it? Don't use it. If you want some sort of in-game explanation that requires all sorts of hoops to jump through, that's the DM's job in putting that in, not the system's, just like PrCs, what spells are given out when, what treasure, what classes are available, the availability of magical items, and so on. </p><p></p><p>D&D: Bring Your Own Explanation.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4244114, member: 54846"] I took a high level "hong-class" feat. Because there have never been stories where someone develops really, really potent abilities that suddenly surface which they can only use infrequently (read: daily). You act as though this is suddenly new. In 3.0, all you had to do was take one level in Ranger and you got automatic two weapon fighting and track. Many people "Just stayed long enough for their apprenticeship before never touching it again"? Or how becoming a wizard is a long grueling process that takes years of apprenticeship, but all anyone has to do is take a single level in Wizard after the fact and they get the same stuff that a standard 1st level wizard did. All because "They've been looking over the wizard's shoulder". If all one has to do is look over a guy's shoulder as you adventure, then there's little reason for Wizardry Colleges. And hey, while we're on the topic of feats: A fighter who's 12th level and takes Power Attack for the first time can subtract 12 from his hit into his damage. Look at that; he gets a HUGE benefit for taking the feat later, rather than taking it at first level and using it the entire time. Or a fighter 5/Wiz 1 can take 'Practice Spellcaster' and gets a caster level equal to level 5? Or hey, let's go earlier. In 1e, elves and dwarves didn't multi-class; they had the Elf and Dwarf class. In 2e, dwarves couldn't use class x or y. That's not [i]realistic[/i]. I could go through D&D and point out everything that doesn't match up "realistically" with "story". I'm sure your response to each of these would be explaining it away, story wise. Which is doable with 4e if you stretch it just like the above examples. It ultimately [b]does not matter[/b]. It's mechanically balanced. Make up whatever explanation you want for it. Don't like it? Don't use it. If you want some sort of in-game explanation that requires all sorts of hoops to jump through, that's the DM's job in putting that in, not the system's, just like PrCs, what spells are given out when, what treasure, what classes are available, the availability of magical items, and so on. D&D: Bring Your Own Explanation. [/QUOTE]
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