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Excerpt: Paragon paths (merged)
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<blockquote data-quote="LordArchaon" data-source="post: 4181532" data-attributes="member: 60929"><p>I must say it's the first time I get to bad conclusions about something from the excerpts.</p><p>First thing I don't like is the requirement. Being so directly class-tied, what stopped the developers to just include the related paragon paths in the main classes as normal progression after 11th level? Really sad.</p><p>Then there's the progression itself. I and I think everyone else, would have liked a benefit every level, instead of 3 at first level and then loose progression. Ok, we're not really going to see dead levels thanks to the underlying class progression, but I don't think it's optimal design.</p><p>THERE'S A COMPLETE LACK OF OPTIONS: Why didn't they separate the paragon path powers from the features, giving the player the ability to choose each related level which power to take? Was it too difficult, or it took too much space? It would have doubled the page-space took by each paragon path, yes, but what do you think? What would have we preferred?</p><p>Plus, they could have had at least some paragon feats (say, one feat tree) specifically tied to each paragon path.</p><p></p><p>About the paragon multiclassing option, I'm not so happy with it either. First of all, a developer who anticipated an alternative to paragon paths, said it was sub-optimal. I so hope he referred to outdated info, but I so think he was referring to this.</p><p>Then, I thought paragon paths were MEANT to multiclass better, at least some of them. The assassin for example, could require rogue with at least some fighter training. That way it could give more flavor to powers.</p><p></p><p>Oh well... Maybe I'll change idea when I'll see them printed with everything else.</p></blockquote><p></p>
[QUOTE="LordArchaon, post: 4181532, member: 60929"] I must say it's the first time I get to bad conclusions about something from the excerpts. First thing I don't like is the requirement. Being so directly class-tied, what stopped the developers to just include the related paragon paths in the main classes as normal progression after 11th level? Really sad. Then there's the progression itself. I and I think everyone else, would have liked a benefit every level, instead of 3 at first level and then loose progression. Ok, we're not really going to see dead levels thanks to the underlying class progression, but I don't think it's optimal design. THERE'S A COMPLETE LACK OF OPTIONS: Why didn't they separate the paragon path powers from the features, giving the player the ability to choose each related level which power to take? Was it too difficult, or it took too much space? It would have doubled the page-space took by each paragon path, yes, but what do you think? What would have we preferred? Plus, they could have had at least some paragon feats (say, one feat tree) specifically tied to each paragon path. About the paragon multiclassing option, I'm not so happy with it either. First of all, a developer who anticipated an alternative to paragon paths, said it was sub-optimal. I so hope he referred to outdated info, but I so think he was referring to this. Then, I thought paragon paths were MEANT to multiclass better, at least some of them. The assassin for example, could require rogue with at least some fighter training. That way it could give more flavor to powers. Oh well... Maybe I'll change idea when I'll see them printed with everything else. [/QUOTE]
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Excerpt: Paragon paths (merged)
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