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<blockquote data-quote="Tony Vargas" data-source="post: 7171302" data-attributes="member: 996"><p>Not familiar with the Zeitgeist AP. The hexblade in my campaign (currently 24th) has been fine, he's only recently come up against some levels where he's left wondering "why did I bother to level?" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Thieves are also involved, and did not have a Warlord to help them out. Given my experiences playing a Warlord alongside e-Classes, it might've made a real difference. In addition to making sure there were some nifty items to give them a minor nova capacity, I've also been sure to involve them in RP and have plenty of skill challenges where their skills are useful (including, probably, making Thievery a little too useful, and accrobatics a little too interchangeable with Athletics) - it also helps that they finally deviated from HotFL and took Epic Destinies, that's another thing to play off of (if they'd taken PPs instead of the defaults that might've helped, too).</p><p></p><p> I've had quite the range of system-mastery skills in this campaign, several casuals who don't optimize at all, a solid started-in-3.5-optimizer, and an literal rules lawyer (he left the group when he got a job at an out of town law firm). The optimized hexblade doesn't stand out as OP, the ruleslawyers optimized Scout did do more damage than the Thieves, but really didn't do much of anything else. </p><p></p><p> IMX, heavily-optimized 4e characters are rarely disruptive. The strikers may do noticeably more damage, or the healer keep the party topped off consistently, but for the most part the impact is not beyond the pale. Even OP wizards don't outright blow the game out of the water, though one optimized wizard was notorious for taking a 15 minute turn... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7171302, member: 996"] Not familiar with the Zeitgeist AP. The hexblade in my campaign (currently 24th) has been fine, he's only recently come up against some levels where he's left wondering "why did I bother to level?" ;) Thieves are also involved, and did not have a Warlord to help them out. Given my experiences playing a Warlord alongside e-Classes, it might've made a real difference. In addition to making sure there were some nifty items to give them a minor nova capacity, I've also been sure to involve them in RP and have plenty of skill challenges where their skills are useful (including, probably, making Thievery a little too useful, and accrobatics a little too interchangeable with Athletics) - it also helps that they finally deviated from HotFL and took Epic Destinies, that's another thing to play off of (if they'd taken PPs instead of the defaults that might've helped, too). I've had quite the range of system-mastery skills in this campaign, several casuals who don't optimize at all, a solid started-in-3.5-optimizer, and an literal rules lawyer (he left the group when he got a job at an out of town law firm). The optimized hexblade doesn't stand out as OP, the ruleslawyers optimized Scout did do more damage than the Thieves, but really didn't do much of anything else. IMX, heavily-optimized 4e characters are rarely disruptive. The strikers may do noticeably more damage, or the healer keep the party topped off consistently, but for the most part the impact is not beyond the pale. Even OP wizards don't outright blow the game out of the water, though one optimized wizard was notorious for taking a 15 minute turn... ;) [/QUOTE]
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