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<blockquote data-quote="Undrave" data-source="post: 8749465" data-attributes="member: 7015698"><p>You really don't want to ever go more than 10% Blart. You could always go full Jackie Chan if you need humour <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>And starting with a Ranger is already difficult... oof. Poor kid.</p><p></p><p>Feats are not exclusive.</p><p></p><p>I repeat: <strong>Feats are not exclusive</strong>.</p><p></p><p>Again: FEATS ARE NOT EXCLUSIVE</p><p></p><p>Don't make me tap the sign again. Besides, Fighters need those feats or ASI to keep up their meagre combat advantage and they don't get THAT many.</p><p></p><p>Not necessarily the versatility of a Wizard, but certainly more than they have now. It's getting annoying to be penalized in-game for preferring one fictional archetype to another.</p><p></p><p>Excellent idea! I would include a sort of 'Hedge Magic' school that any spell caster can learn from that's mostly for every day usages. Stuff like Light, Mend and Sending etc. The kind of services you could sell in a big city you know? </p><p></p><p>Or just a familiar. Little level 1 ritual.</p><p></p><p>We could have had broken bones in 4e since we had the DISEASE TRACK! One of the most brilliant yet underused innovation that I really wish had been kept. Perfect to model illness, curses and grievous bodily harm! What's not to love?</p><p></p><p>My first RPG was 'Dragon Warriors' and in its core book it has only two classes: Knight and Barbarian. Mage and Clerics were added in another book and in a third book they added the Elementalist and Warlock (which was a Gish class).</p><p>[URL unfurl="true"]https://en.wikipedia.org/wiki/Dragon_Warriors[/URL]</p><p></p><p>I sadly don't remember much on how the system actually played hmm...</p><p></p><p>Sleep doesn't need a save.</p><p></p><p>I think there's a bunch of bonkers spells that were added to the game back in the day with the intent that only big bad Spellcasters would have them and the DM wasn't expected to hand them out to PCs... but as restrictions on spells dropped, those legacy spells were dropped into the Wizard spell list. I think a bunch of them should just be removed from the player facing material. Like... why would ANYONE ever use Soul Jar?! If the DM wants to drop these 'forbidden spells' into the adventure in a spell book, it'll be their choice, but don't let a PC just pick them up at level up.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8749465, member: 7015698"] You really don't want to ever go more than 10% Blart. You could always go full Jackie Chan if you need humour :p And starting with a Ranger is already difficult... oof. Poor kid. Feats are not exclusive. I repeat: [B]Feats are not exclusive[/B]. Again: FEATS ARE NOT EXCLUSIVE Don't make me tap the sign again. Besides, Fighters need those feats or ASI to keep up their meagre combat advantage and they don't get THAT many. Not necessarily the versatility of a Wizard, but certainly more than they have now. It's getting annoying to be penalized in-game for preferring one fictional archetype to another. Excellent idea! I would include a sort of 'Hedge Magic' school that any spell caster can learn from that's mostly for every day usages. Stuff like Light, Mend and Sending etc. The kind of services you could sell in a big city you know? Or just a familiar. Little level 1 ritual. We could have had broken bones in 4e since we had the DISEASE TRACK! One of the most brilliant yet underused innovation that I really wish had been kept. Perfect to model illness, curses and grievous bodily harm! What's not to love? My first RPG was 'Dragon Warriors' and in its core book it has only two classes: Knight and Barbarian. Mage and Clerics were added in another book and in a third book they added the Elementalist and Warlock (which was a Gish class). [URL unfurl="true"]https://en.wikipedia.org/wiki/Dragon_Warriors[/URL] I sadly don't remember much on how the system actually played hmm... Sleep doesn't need a save. I think there's a bunch of bonkers spells that were added to the game back in the day with the intent that only big bad Spellcasters would have them and the DM wasn't expected to hand them out to PCs... but as restrictions on spells dropped, those legacy spells were dropped into the Wizard spell list. I think a bunch of them should just be removed from the player facing material. Like... why would ANYONE ever use Soul Jar?! If the DM wants to drop these 'forbidden spells' into the adventure in a spell book, it'll be their choice, but don't let a PC just pick them up at level up. [/QUOTE]
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