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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials - calling a spade a spade
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<blockquote data-quote="Colmarr" data-source="post: 5288384" data-attributes="member: 59182"><p>I don't agree that the criteria had been met a year ago.</p><p> </p><p></p><p> </p><p>Psionics was always "different", even in 3.0. It would have been hidebound obstinateness to consider the introduction of new mechanics for psionics as 4.5</p><p> </p><p></p><p> </p><p>And most of them (such as Blade Cascade) were for clear and explicitly identified power reasons. Changing Magic Missile for nostalgia's sake is something entirely different. </p><p> </p><p></p><p> </p><p>I'm referring to the specific class features that the new essential builds pick up at levels above 1 (such as Quick Swap, Mighty Slayer and Inexorable Slayer that the slayer build acquires at levels 4, 5 and 9 respectively).</p><p> </p><p>That is completely outside the existing design structure for pre-Essentials 4e.</p><p> </p><p></p><p> </p><p>To be honest, if WotC hadn't shouted their new creation from the rooftops, if they had slipped the slayer and knight and warpriest and thief in as individual builds in Martial/Divine Power X, I probably never would have cried 4.X. </p><p> </p><p>But they did, and in doing so they opened my eyes. The game post-Essentials will be fundamentally different to the game before it. I personally think most of the changes are good ones and I'm looking forward to seeing how they turn out (and I LIKE that WotC is still working on improving the game), but I think it's disingenuous and/or naive to consider Essentials anything other than a new iteration of the game.</p></blockquote><p></p>
[QUOTE="Colmarr, post: 5288384, member: 59182"] I don't agree that the criteria had been met a year ago. Psionics was always "different", even in 3.0. It would have been hidebound obstinateness to consider the introduction of new mechanics for psionics as 4.5 And most of them (such as Blade Cascade) were for clear and explicitly identified power reasons. Changing Magic Missile for nostalgia's sake is something entirely different. I'm referring to the specific class features that the new essential builds pick up at levels above 1 (such as Quick Swap, Mighty Slayer and Inexorable Slayer that the slayer build acquires at levels 4, 5 and 9 respectively). That is completely outside the existing design structure for pre-Essentials 4e. To be honest, if WotC hadn't shouted their new creation from the rooftops, if they had slipped the slayer and knight and warpriest and thief in as individual builds in Martial/Divine Power X, I probably never would have cried 4.X. But they did, and in doing so they opened my eyes. The game post-Essentials will be fundamentally different to the game before it. I personally think most of the changes are good ones and I'm looking forward to seeing how they turn out (and I LIKE that WotC is still working on improving the game), but I think it's disingenuous and/or naive to consider Essentials anything other than a new iteration of the game. [/QUOTE]
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