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First Impressions of 4E / Predictions on 5E
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<blockquote data-quote="Khaim" data-source="post: 4014400" data-attributes="member: 58754"><p>Sorry, "silly" might be the wrong word. But I think that the designers, when making the system, expect it to be used as a whole, not as pieces a la carte.</p><p></p><p>As far as feats, I think you actually meant powers. It looks like 4e feats will be like Alertness, not Power Attack. In any case, the "superpowers" thing was put in so non-casters would actually get things at high level. I'm not sure if you've ever played high-level 3e. If not, here's an anecdote:</p><p></p><p>======</p><p>There's an RPG weekend thing that happens on campus ever term or so. Last year, one of my friends decided to run a 20th level arena match. Being rather anti-munchkin, he decided not to play a spellcaster and still try to beat me. Some other people were there, but not terribly important, and the real battle was me, a Wizard/Loremaster/Archmage, vs him, some kind of ranger/archer. With a cohort, who was also some kind of archer. I lost initiative.</p><p></p><p>He conceded in 2 rounds: I was back at full health, invisible, the cohort was dead, and he had 8 negative levels. Plus I still had Shapechange up, which meant everything else was overkill.</p><p>======</p><p></p><p>I'm not bragging here. That was a bare-bones, core-only build, and anyone could do it. Spellcasters in 3e are <strong>broken</strong>, and the only thing that keeps them in check at low levels is their d4 hit dice. Giving other classes abilities that are sort of like spells is really, really, <em>really</em> needed, and I for one applaud their new place in 4e.</p><p></p><p>I guess what I'm trying to say is, the new special moves are sorely needed and fix a very broken part of D&D. I'm not sure why you object to them so much. Is it the "realism" thing? It does seem crazy that a 25th-level rogue can jump 50 feet straight up and stab a dragon in the eye (or whatever), until you remember two things. One, he's <strong>25th level</strong>, roughly the same power level as Hercules: superhuman feats are not out of his reach. And two, the guy next to him can cast a spell that turns the dragon inside out, and can do so a couple of times a day. Is <em>that</em> somehow realistic?</p><p></p><p>Finally, magic items. Lucky for you, all classes now have roughly the same reliance on magic items, so you give the no-magic bonuses to everyone. Or no one, and just make the monsters a bit weaker; it comes out the same.</p></blockquote><p></p>
[QUOTE="Khaim, post: 4014400, member: 58754"] Sorry, "silly" might be the wrong word. But I think that the designers, when making the system, expect it to be used as a whole, not as pieces a la carte. As far as feats, I think you actually meant powers. It looks like 4e feats will be like Alertness, not Power Attack. In any case, the "superpowers" thing was put in so non-casters would actually get things at high level. I'm not sure if you've ever played high-level 3e. If not, here's an anecdote: ====== There's an RPG weekend thing that happens on campus ever term or so. Last year, one of my friends decided to run a 20th level arena match. Being rather anti-munchkin, he decided not to play a spellcaster and still try to beat me. Some other people were there, but not terribly important, and the real battle was me, a Wizard/Loremaster/Archmage, vs him, some kind of ranger/archer. With a cohort, who was also some kind of archer. I lost initiative. He conceded in 2 rounds: I was back at full health, invisible, the cohort was dead, and he had 8 negative levels. Plus I still had Shapechange up, which meant everything else was overkill. ====== I'm not bragging here. That was a bare-bones, core-only build, and anyone could do it. Spellcasters in 3e are [b]broken[/b], and the only thing that keeps them in check at low levels is their d4 hit dice. Giving other classes abilities that are sort of like spells is really, really, [i]really[/i] needed, and I for one applaud their new place in 4e. I guess what I'm trying to say is, the new special moves are sorely needed and fix a very broken part of D&D. I'm not sure why you object to them so much. Is it the "realism" thing? It does seem crazy that a 25th-level rogue can jump 50 feet straight up and stab a dragon in the eye (or whatever), until you remember two things. One, he's [b]25th level[/b], roughly the same power level as Hercules: superhuman feats are not out of his reach. And two, the guy next to him can cast a spell that turns the dragon inside out, and can do so a couple of times a day. Is [i]that[/i] somehow realistic? Finally, magic items. Lucky for you, all classes now have roughly the same reliance on magic items, so you give the no-magic bonuses to everyone. Or no one, and just make the monsters a bit weaker; it comes out the same. [/QUOTE]
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