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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Essential 4e: Heroes of the Forgotten Lands
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<blockquote data-quote="Aegeri" data-source="post: 5309513" data-attributes="member: 78116"><p>It's hard enough getting PCs to part with their gold on a ritual that may or may not do anything at all as it is. I also wonder how the warpriest will handle things like removing curses and diseases. This is a death blow to rituals in 4E pretty much.</p><p></p><p>I don't mean to sound nasty but I couldn't care less what those people want, because the only thing that would satisfy them is if wizards (spellcasters) were can openers that solved all issues while the martial characters were frankly useless. Wizards in essentials have had a pretty solid upgrade in power, with their encounters gaining control effects on a hit or miss plus spellbook now allows a wizard to take multiple encounter powers and prepare them as well.</p><p></p><p>I mean, how much more powerful do we need to make wizards in 4E? They're unequivocally in a post-essentials world the best controller in the game now. The original PHB Wizard still gets rituals and combined with the new implement expertise feats, like Staff Implement Expertise, they are absolutely murderous at their role. Sure, they're not going to be encounter breaking all purpose can-openers but they are <strong>damn</strong> powerful for what they are. Especially compared to both of the rather lackluster fighter builds in essentials (IMO). Like compare the kind of utility and power of the knight/slayer to the essentials wizard. The essentials wizard just reads to me to be more effective, have far more options and has some awesome features. Hell the evocation wizard probably bends the Sorcerer over the table, slaps him on the bum and demands to know who his daddy is - doing both controller and striker easily. He gets effectively brutal 1 and ignores resistances as a class feature. Encounter powers with miss effects, some great new dailies like the "toad" power and such forth.</p><p></p><p>Losing rituals for things like that is a minor inconvenience of needing a feat at worst for what you get in return. For an essentials only game, the wizard is easily going to feel oldschool put side by side the knight/slayer. When he meets the proper 4E fighter from the original PHB he's quickly not going to feel so special though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That's a good thing <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" /></p></blockquote><p></p>
[QUOTE="Aegeri, post: 5309513, member: 78116"] It's hard enough getting PCs to part with their gold on a ritual that may or may not do anything at all as it is. I also wonder how the warpriest will handle things like removing curses and diseases. This is a death blow to rituals in 4E pretty much. I don't mean to sound nasty but I couldn't care less what those people want, because the only thing that would satisfy them is if wizards (spellcasters) were can openers that solved all issues while the martial characters were frankly useless. Wizards in essentials have had a pretty solid upgrade in power, with their encounters gaining control effects on a hit or miss plus spellbook now allows a wizard to take multiple encounter powers and prepare them as well. I mean, how much more powerful do we need to make wizards in 4E? They're unequivocally in a post-essentials world the best controller in the game now. The original PHB Wizard still gets rituals and combined with the new implement expertise feats, like Staff Implement Expertise, they are absolutely murderous at their role. Sure, they're not going to be encounter breaking all purpose can-openers but they are [B]damn[/B] powerful for what they are. Especially compared to both of the rather lackluster fighter builds in essentials (IMO). Like compare the kind of utility and power of the knight/slayer to the essentials wizard. The essentials wizard just reads to me to be more effective, have far more options and has some awesome features. Hell the evocation wizard probably bends the Sorcerer over the table, slaps him on the bum and demands to know who his daddy is - doing both controller and striker easily. He gets effectively brutal 1 and ignores resistances as a class feature. Encounter powers with miss effects, some great new dailies like the "toad" power and such forth. Losing rituals for things like that is a minor inconvenience of needing a feat at worst for what you get in return. For an essentials only game, the wizard is easily going to feel oldschool put side by side the knight/slayer. When he meets the proper 4E fighter from the original PHB he's quickly not going to feel so special though ;) That's a good thing :p [/QUOTE]
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