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Do you like character building?
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<blockquote data-quote="MrGrenadine" data-source="post: 5288986" data-attributes="member: 62619"><p>I'll answer the OP in a sec, but I have to say that I must be doing something wrong, 'cause wow, my experience has been completely different than yours. I'm playing a 7th level Battleguard of Tempus that I ported over from our 3.5 game--admittedly, before I truly understood how 4e worked--and I feel like I spend a LOT of time figuring out just how to keep up with the system math as we level up. A Cleric who can't hit except on a 16 or better isn't gonna really be that much of an asset to the group. My Cleric is MC Fighter, so I don't really worry about having to be the primary healer for the party, but still, I can't count the hours I've spent looking over the the Compendium trying to find good synergies between stats, equipment, feats, and Cleric and Fighter powers. I'm a Mac user, and don't have access to the Character Builder, so I made a spread sheet that I can enter different powers and feats into and see how it all works together, but it still takes a ton of time. And I'm not saying I'm looking for uber-powerful combos--I just want to make sure I have a good mix of single and group attacks that can hit a variety of defenses, and make sure I don't miss out on some logical and beneficial combination of powers and feats that will help me hit at least half the time.</p><p></p><p>I don't know--maybe in time it will come easier.</p><p></p><p>In answer to the OP, though--if you haven't guessed--I love character building in terms of thinking up a concept and finding cool powers, equipment and feat combos that can help make that character come to life. What I don't like (in both 3.5 and 4e) is the sense that I have to plan my lvl 1 character out to level 20 to make sure I don't paint myself into a corner along the way, (which I think is still a danger in 4e, even with the terrific retraining rules.)</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 5288986, member: 62619"] I'll answer the OP in a sec, but I have to say that I must be doing something wrong, 'cause wow, my experience has been completely different than yours. I'm playing a 7th level Battleguard of Tempus that I ported over from our 3.5 game--admittedly, before I truly understood how 4e worked--and I feel like I spend a LOT of time figuring out just how to keep up with the system math as we level up. A Cleric who can't hit except on a 16 or better isn't gonna really be that much of an asset to the group. My Cleric is MC Fighter, so I don't really worry about having to be the primary healer for the party, but still, I can't count the hours I've spent looking over the the Compendium trying to find good synergies between stats, equipment, feats, and Cleric and Fighter powers. I'm a Mac user, and don't have access to the Character Builder, so I made a spread sheet that I can enter different powers and feats into and see how it all works together, but it still takes a ton of time. And I'm not saying I'm looking for uber-powerful combos--I just want to make sure I have a good mix of single and group attacks that can hit a variety of defenses, and make sure I don't miss out on some logical and beneficial combination of powers and feats that will help me hit at least half the time. I don't know--maybe in time it will come easier. In answer to the OP, though--if you haven't guessed--I love character building in terms of thinking up a concept and finding cool powers, equipment and feat combos that can help make that character come to life. What I don't like (in both 3.5 and 4e) is the sense that I have to plan my lvl 1 character out to level 20 to make sure I don't paint myself into a corner along the way, (which I think is still a danger in 4e, even with the terrific retraining rules.) [/QUOTE]
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