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A really long honest post (would appreciate if you would also discuss my opinions)
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<blockquote data-quote="Neonchameleon" data-source="post: 5928945" data-attributes="member: 87792"><p>Transmutation was an overpowered mess. As, for that matter, was conjuration. And 4e divination is mostly the realm of ritualists. (Abjuration might be interesting in 4e).</p><p> </p><p></p><p> </p><p>I think they tried with the Warpriest but didn't go for any of the interesting ones like trickery. The design space is there but not tapped.</p><p> </p><p></p><p> </p><p>The cleric is <em>not</em> obselete. Warpriests are kits on the cleric chassis and clerics will always have far more versatility than </p><p> </p><p></p><p> </p><p>The rogue and thief are very different implementations of the same concept. And the ability to tactical trick into sand in the eyes makes me wince as a concept.</p><p> </p><p></p><p> </p><p>What on earth gives you the idea that mage-warrior is a single concept? The first question about any mage concept is "what type of magic". The second about any hybrid is where the balance is.</p><p> </p><p></p><p> </p><p>Indeed. Their only mage-warrior concept. In 4e it's pretty much conceptually equivalent to the Bladesinger. A spray of magic as you hit with the steel. The Magus is not a hexblade - and even using their bodygard version of the Magus it's not a swordmage either.</p><p> </p><p>(Yes, there are things that the Magus can do that the 4e Bladesinger can't. Like more powerful magic).</p><p> </p><p></p><p> </p><p>YMMV</p><p> </p><p></p><p> </p><p>I haven't normally replied when I've agreed - keep things short. But this has been quoted for truth.</p><p> </p><p></p><p> </p><p>Off the top of my head the solos that have two turns are the Tenbo (which is meant to move like greased lightning), Asmodeus, and the rest of the two headed brigade. (Calystrix, the three headed red dragon has three turns/round). It's not that they are moving faster - it's the split focus.</p><p> </p><p>And most of the MM-published solos do fit the pattern of gaining the distinction of being solos through the fluff. The problem in my experience arises because many 4e modules are, to put things bluntly, poor. And so we get idiocies like goblin solo monsters.</p><p> </p><p>Solos should definitely exist. Dragons should almost all be solos. So should purple wyrms, and quite a lot of other things. But there should be clear water between creatures that are solos and creatures that aren't.</p><p> </p><p>The problem I have with the criticism is that when I read any of the six monster manuals (1-3, Dark Sun, MV, MV:NV), I see this as being almost too obvious to need spelling out. Apparently even WoTC module writers haven't always seen this. Which is a problem.</p><p> </p><p>Edit: I normally use minions for two things. First constructs. They look good but shatter. And second people who probably shouldn't be in combat. The militia. The craftsmen rather than the warriors (the MM1 orc minion was an 'Orc Drudge' for a reason). Or even just warriors way out of their league.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5928945, member: 87792"] Transmutation was an overpowered mess. As, for that matter, was conjuration. And 4e divination is mostly the realm of ritualists. (Abjuration might be interesting in 4e). I think they tried with the Warpriest but didn't go for any of the interesting ones like trickery. The design space is there but not tapped. The cleric is [I]not[/I] obselete. Warpriests are kits on the cleric chassis and clerics will always have far more versatility than The rogue and thief are very different implementations of the same concept. And the ability to tactical trick into sand in the eyes makes me wince as a concept. What on earth gives you the idea that mage-warrior is a single concept? The first question about any mage concept is "what type of magic". The second about any hybrid is where the balance is. Indeed. Their only mage-warrior concept. In 4e it's pretty much conceptually equivalent to the Bladesinger. A spray of magic as you hit with the steel. The Magus is not a hexblade - and even using their bodygard version of the Magus it's not a swordmage either. (Yes, there are things that the Magus can do that the 4e Bladesinger can't. Like more powerful magic). YMMV I haven't normally replied when I've agreed - keep things short. But this has been quoted for truth. Off the top of my head the solos that have two turns are the Tenbo (which is meant to move like greased lightning), Asmodeus, and the rest of the two headed brigade. (Calystrix, the three headed red dragon has three turns/round). It's not that they are moving faster - it's the split focus. And most of the MM-published solos do fit the pattern of gaining the distinction of being solos through the fluff. The problem in my experience arises because many 4e modules are, to put things bluntly, poor. And so we get idiocies like goblin solo monsters. Solos should definitely exist. Dragons should almost all be solos. So should purple wyrms, and quite a lot of other things. But there should be clear water between creatures that are solos and creatures that aren't. The problem I have with the criticism is that when I read any of the six monster manuals (1-3, Dark Sun, MV, MV:NV), I see this as being almost too obvious to need spelling out. Apparently even WoTC module writers haven't always seen this. Which is a problem. Edit: I normally use minions for two things. First constructs. They look good but shatter. And second people who probably shouldn't be in combat. The militia. The craftsmen rather than the warriors (the MM1 orc minion was an 'Orc Drudge' for a reason). Or even just warriors way out of their league. [/QUOTE]
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