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Challenge! I want to convert your concept!
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<blockquote data-quote="theNater" data-source="post: 4302760" data-attributes="member: 62560"><p>They actually solved that by divorcing the spell categories. You choose your combat spells off of this list(attack powers), your non-combat spells off of another list(rituals), and spells that have potent indirect combat applications off of a third list(utility powers). At the beginning of the day you no longer have to choose between Fireball and Phantom Steed, you can do them both. I'll address spell research later.</p><p></p><p>Wizards by default, know twice as many daily (attack) powers and utility powers as they are able to cast. They can pick up a feat to take that from double to triple.</p><p></p><p>You no longer have to continually feed points into skills to be competitive. The way to be good at a skill is to be "trained" in it, at which point you will be good at it for the rest of your career. Rogues start with more "trained" skills than anybody else, but everybody can become trained in as many skills as they wish, at a cost of one feat per skill. Note that multiclassing includes training in a class skill of the new class.</p><p></p><p>Wizard/rogue and wizard/warlord would both work all right. They each have their ups and downs. Warlords use str for their attacks and have few powers that include moving the warlord, rogues use dex for their attack but don't spur allies on to greater things. Another thing that may factor into your choice is that int and dex compete for AC contribution(only the higher one contributes).</p><p></p><p>Your primary class is your stronger class throughout, although you can get up to nearly a 50/50 split if you take a paragon path from your second class.</p><p></p><p>Ritual Caster is a feat which requires skill training in either Arcana or Religion. Clerics and wizards get the feat for free. Once you have Ritual Caster, you can cast any ritual of your level or lower for which you have the stuff.</p><p></p><p>You totally do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>A wizard starts with 3 rituals and aquires two more by being a wizard at levels 5, 11, 15, 21, and 25. In addition, you can convert money into a new ritual. Each ritual has a market price. Rules for inventing new rituals(that don't mimic the powers of listed rituals) are not included in the PHB.</p><p></p><p>I presume there are guidelines for "monsters as NPCs" in the DMG, but I haven't checked. But if you want to have long-term friendly interactions with an NPC in 4th edition, you use Diplomacy on them instead of casting Charm Person once a day.</p></blockquote><p></p>
[QUOTE="theNater, post: 4302760, member: 62560"] They actually solved that by divorcing the spell categories. You choose your combat spells off of this list(attack powers), your non-combat spells off of another list(rituals), and spells that have potent indirect combat applications off of a third list(utility powers). At the beginning of the day you no longer have to choose between Fireball and Phantom Steed, you can do them both. I'll address spell research later. Wizards by default, know twice as many daily (attack) powers and utility powers as they are able to cast. They can pick up a feat to take that from double to triple. You no longer have to continually feed points into skills to be competitive. The way to be good at a skill is to be "trained" in it, at which point you will be good at it for the rest of your career. Rogues start with more "trained" skills than anybody else, but everybody can become trained in as many skills as they wish, at a cost of one feat per skill. Note that multiclassing includes training in a class skill of the new class. Wizard/rogue and wizard/warlord would both work all right. They each have their ups and downs. Warlords use str for their attacks and have few powers that include moving the warlord, rogues use dex for their attack but don't spur allies on to greater things. Another thing that may factor into your choice is that int and dex compete for AC contribution(only the higher one contributes). Your primary class is your stronger class throughout, although you can get up to nearly a 50/50 split if you take a paragon path from your second class. Ritual Caster is a feat which requires skill training in either Arcana or Religion. Clerics and wizards get the feat for free. Once you have Ritual Caster, you can cast any ritual of your level or lower for which you have the stuff. You totally do. :D A wizard starts with 3 rituals and aquires two more by being a wizard at levels 5, 11, 15, 21, and 25. In addition, you can convert money into a new ritual. Each ritual has a market price. Rules for inventing new rituals(that don't mimic the powers of listed rituals) are not included in the PHB. I presume there are guidelines for "monsters as NPCs" in the DMG, but I haven't checked. But if you want to have long-term friendly interactions with an NPC in 4th edition, you use Diplomacy on them instead of casting Charm Person once a day. [/QUOTE]
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