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Feeling short changed by 4th Ed.
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<blockquote data-quote="The Little Raven" data-source="post: 4332221" data-attributes="member: 10095"><p>If Specialty Priests and Specialty Wizards count as additional classes, then so do separate builds of 4e classes, since they can be entirely different.</p><p></p><p></p><p></p><p>Empty fluff doesn't substitute for a lack of mechanical distinctiveness. Most 2e classes were severely lacking in options, because of the reigning 'spellcasters uber alles' mentality that was still present.</p><p></p><p></p><p></p><p>Hey, you're the one that brought up AD&D, not me.</p><p></p><p></p><p></p><p>I didn't mention it because you said AD&D, not D&D 3rd Edition.</p><p></p><p></p><p></p><p>Again, if we're bringing in specialization, then builds count, since 4e builds provide more mechanical distinction than 3e specialization/domains did.</p><p></p><p></p><p></p><p>That's what I would have done if we had been discussing 3e.</p><p></p><p></p><p></p><p>I vehemently disagree. The 4e PHB starts off with a description of roleplaying and immediately starts giving the player advice on character creation and concept that the 3e PHB never had. There is more dedicated space to discussing roleplaying in the PHB alone than in all three core books from 3e.</p><p></p><p>And if you're saying that the 3e DMG provided more advice for a DM than the 4e one, I would have to assume you didn't read both of them, because 4e's amount and quality of advice is head-and-shoulders above the 3e DMG.</p><p></p><p></p><p></p><p>Teaching a new DM how to run the game is more important than teaching him how to make new stuff for it. He needs that baseline of knowing how the system functions before he can start wrenching on it. The DMG 1 is the guide to running the game, just as it should be.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4332221, member: 10095"] If Specialty Priests and Specialty Wizards count as additional classes, then so do separate builds of 4e classes, since they can be entirely different. Empty fluff doesn't substitute for a lack of mechanical distinctiveness. Most 2e classes were severely lacking in options, because of the reigning 'spellcasters uber alles' mentality that was still present. Hey, you're the one that brought up AD&D, not me. I didn't mention it because you said AD&D, not D&D 3rd Edition. Again, if we're bringing in specialization, then builds count, since 4e builds provide more mechanical distinction than 3e specialization/domains did. That's what I would have done if we had been discussing 3e. I vehemently disagree. The 4e PHB starts off with a description of roleplaying and immediately starts giving the player advice on character creation and concept that the 3e PHB never had. There is more dedicated space to discussing roleplaying in the PHB alone than in all three core books from 3e. And if you're saying that the 3e DMG provided more advice for a DM than the 4e one, I would have to assume you didn't read both of them, because 4e's amount and quality of advice is head-and-shoulders above the 3e DMG. Teaching a new DM how to run the game is more important than teaching him how to make new stuff for it. He needs that baseline of knowing how the system functions before he can start wrenching on it. The DMG 1 is the guide to running the game, just as it should be. [/QUOTE]
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