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Dissociating what I (we?) like from the mechanics
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<blockquote data-quote="Undrave" data-source="post: 8626092" data-attributes="member: 7015698"><p>Yeah I prefer to have resistances you can overcome through mundane means because you researched the enemy, rather than just having a one-size fits all solution. </p><p></p><p>One solution that would allow to keep the 'signature weapon' trope is to simply have your ability to overcome 'no mundane damage' be simply dependant on you being attune to a magic item, ANY of them. Like, if you have a magic amulet or magic armor or magic cape, you gain a magical aura that just overcomes that basic resistance. </p><p></p><p>Come to think of it... what if we were to ditch the +X on items and have your +X simply based on how many magical items you are attuned with? The more magic item, the stronger your magical aura? With a few rare magical weapons boosting it further too. Just a thought</p><p></p><p></p><p>4e didn't have level dips. You took a MC feat that gave you a weaker version of that first level and a skill training. If you got the Rogue MC Feat, for exemple, you got to use Sneak Attack once per encounter if I recall. My favorite was the Paladin one because it let you apply the Divine Challenge feature once per encounter. I put it on my Cleric to make him an off tank (story wise he was an old drill sergeant for a Paladin order!) so I could mark a guy once per encounter (also picked up an Encounter power that could mark! I loved that character, he was really fun to play). It was a really cool trick. Further MC feats that let you swap powers were not particularly great and I don't recall people really taking it. I know later we got 'Hybrid Classes' but I never delved into how they work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I wasn't interested.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8626092, member: 7015698"] Yeah I prefer to have resistances you can overcome through mundane means because you researched the enemy, rather than just having a one-size fits all solution. One solution that would allow to keep the 'signature weapon' trope is to simply have your ability to overcome 'no mundane damage' be simply dependant on you being attune to a magic item, ANY of them. Like, if you have a magic amulet or magic armor or magic cape, you gain a magical aura that just overcomes that basic resistance. Come to think of it... what if we were to ditch the +X on items and have your +X simply based on how many magical items you are attuned with? The more magic item, the stronger your magical aura? With a few rare magical weapons boosting it further too. Just a thought 4e didn't have level dips. You took a MC feat that gave you a weaker version of that first level and a skill training. If you got the Rogue MC Feat, for exemple, you got to use Sneak Attack once per encounter if I recall. My favorite was the Paladin one because it let you apply the Divine Challenge feature once per encounter. I put it on my Cleric to make him an off tank (story wise he was an old drill sergeant for a Paladin order!) so I could mark a guy once per encounter (also picked up an Encounter power that could mark! I loved that character, he was really fun to play). It was a really cool trick. Further MC feats that let you swap powers were not particularly great and I don't recall people really taking it. I know later we got 'Hybrid Classes' but I never delved into how they work :p I wasn't interested. [/QUOTE]
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