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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Another Review of 4e
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<blockquote data-quote="SuperGnome" data-source="post: 4287158" data-attributes="member: 17297"><p>One of the things that's getting my goat is how they've split classes into various paths with path specific powers (a Warlock's Eldritch Pact for example). The idea is fine, but splitting the powers up into paths limits variation to the extreme. Sure it's easier to balance, but what about variation?</p><p></p><p>I'm all for simplifying RUNNING the game, but why boil the meat off and leave just the bones of character creation? People have argued having 8 choices with just a few viable ones is wasting some space. This might be true, but what they've done is give a number of choices (say 6 for a random number), then make 3 paths so in each path you can only choose from 2.</p><p></p><p>Feats have the same issue because so many are restricted to race or class. You end up with just a handful of choices (if you're lucky).</p><p></p><p>What if i'd rather spread my skills knowledge out over my skills instead of specializing in just a few? How complicated would an actual skill point system be? Drop synergies to simplify, but this seems overkill.</p><p></p><p>I was excited to make up a character to see how the new rules handled it. In almost every part (skills, powers, feats) I thought, "That's it?".</p><p></p><p>If the most of the feats weren't so specific, and they hadn't split up a reasonable number of powers into rediculously narrow sub-class paths it'd be alright. But they did.</p></blockquote><p></p>
[QUOTE="SuperGnome, post: 4287158, member: 17297"] One of the things that's getting my goat is how they've split classes into various paths with path specific powers (a Warlock's Eldritch Pact for example). The idea is fine, but splitting the powers up into paths limits variation to the extreme. Sure it's easier to balance, but what about variation? I'm all for simplifying RUNNING the game, but why boil the meat off and leave just the bones of character creation? People have argued having 8 choices with just a few viable ones is wasting some space. This might be true, but what they've done is give a number of choices (say 6 for a random number), then make 3 paths so in each path you can only choose from 2. Feats have the same issue because so many are restricted to race or class. You end up with just a handful of choices (if you're lucky). What if i'd rather spread my skills knowledge out over my skills instead of specializing in just a few? How complicated would an actual skill point system be? Drop synergies to simplify, but this seems overkill. I was excited to make up a character to see how the new rules handled it. In almost every part (skills, powers, feats) I thought, "That's it?". If the most of the feats weren't so specific, and they hadn't split up a reasonable number of powers into rediculously narrow sub-class paths it'd be alright. But they did. [/QUOTE]
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Another Review of 4e
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