First toon in v4 - what's with all this power?


Folks,

Discussion of jargon use is now taking up more of the thread than the OP's topic. Can we keep it focused, please? Thanks.
 

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Each build option is designed to have 2 at-will powers designed to work with it. As the game expanded to include more builds for each class, the number of powers expanded, and quite rapidly. As you level up, you can retrain 1 feat or 1 power or 1 skill. So, feel free to play around as you go. Figure out what works best for your character and build. Don't forget you can change the flavor text to be whatever you want. One Dragonborn wizard changed all his spells to be different special effects of his dragon breath. This doesn't change the key words or other mechanics--just provides a different description of the action(s).
 




What about all the cantrips published in other books?
Is it "You get 4, pick", or is it "You get all cantrips"? The PH1 didn't really ever clarify that one. Guess they weren't counting on ever publishing more cantrips in later books?
 

The cantrips in other books only showed up very very late. And it was intended to be "The wizard gets these four." It was errata'd surprisingly recently to "The wizard gets their choice of four"
 

There was an RPG in the 80s called "Toons", if I recall correctly. It was about playing Bugs Bunny style cartoon characters.

Just TOON. I think the massive amount of time we had our hands back then is the only explanation why we ever would have played this. Either that or I'm getting old and grouchy. :)
 


Just TOON. I think the massive amount of time we had our hands back then is the only explanation why we ever would have played this. Either that or I'm getting old and grouchy. :)

Actually it was one of the most fun games I ever played, and also one of the most revealing in terms of demonstrating how very different an RPG could be. While it lacked many of the features of more narrative-directed modern 'indie' RPGs that you find today it was one of the earliest RPGs to espouse a purely player driven sort of style that used attributes and resources purely as a way of driving the story. It is dated at this point, mechanically, perhaps, but it has stood the test of time pretty well. Obviously the genre makes it a bit of a 'beer-n-pretzels' sort of experience, but it wasn't long before there were other games following where it lead.

Haven't played it in a few years, but it is fondly remembered.
 

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