S
Sunseeker
Guest
I find it overall less of a problem in 4e, since various themes have be built into class powers. It's not hard to make a Warlock that revolves around fire or necrotic, a Paladin who favors fear and shadow(without explicitly being a blackguard), or many other things as it was in previous editions were there were just a dump of "variety pack" powers, making it difficult to make a themed character that didn't rely on repeating the same power over and over.Indeed. I think this is why I draw the line at keywords by default; I used to have a guy in my game that would take advantage of my leniency and preference for refluffing to set up broken synergies. That said, like your example below, I have allowed some players to alter keywords in their powers, and I have had the same allowances made for me and my characters at times.
Sure, and DMs don't always have the stones to stand up to a player out to break the game either. That's why it's always important to get to know your players.I think this is fine and dandy, but you're right in that you should always vet player intentions first if you're going to allow keyword changes, and a DM should always reserve the right to revoke such changes if they prove problematic. Most long-time gamers won't take issue with this, as this has long been the traditional and understood way of doing things, but not everyone is on the same page in this regard.