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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="Scribble" data-source="post: 4529236" data-attributes="member: 23977"><p>Which I would counter that in my opion it doesn't please both... Because it didn't ever really please me. I used it because it was workable, but it never felt quite right... Because of the afformentioned way they forced some skills to be yes/no when they shouldn't have been.</p><p></p><p></p><p></p><p>I say 4e does this already. It just doesn't do so in a yes/no fashion.</p><p></p><p>I also say it does so in a better way, it just wasn't expanded upon as much as it could have been. (That seems to be changing.)</p><p></p><p>Now not only can you be an alchemist, but you can customize exactly what types of things your alchemist can make.</p><p></p><p>And if the DM wants to really kick in something complicated, he can mix the rules for alchemy with a skill challange.</p><p></p><p>Same types of things can be done with crafting. </p><p></p><p>You can mix it all togetehr for complex things... Airship would require that you are a builder (tinker feat) plus you have the schematics, or the blueprints for a ship, Plus you (or another player) would need to be able to either cast rituals for a magic powered airship, or use alchemy for abn alchemically powered airship...</p><p></p><p>Using the feats + skills format makes skills infinitely expandable. A small list of skills, with new uses and ideas added on all the time.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4529236, member: 23977"] Which I would counter that in my opion it doesn't please both... Because it didn't ever really please me. I used it because it was workable, but it never felt quite right... Because of the afformentioned way they forced some skills to be yes/no when they shouldn't have been. I say 4e does this already. It just doesn't do so in a yes/no fashion. I also say it does so in a better way, it just wasn't expanded upon as much as it could have been. (That seems to be changing.) Now not only can you be an alchemist, but you can customize exactly what types of things your alchemist can make. And if the DM wants to really kick in something complicated, he can mix the rules for alchemy with a skill challange. Same types of things can be done with crafting. You can mix it all togetehr for complex things... Airship would require that you are a builder (tinker feat) plus you have the schematics, or the blueprints for a ship, Plus you (or another player) would need to be able to either cast rituals for a magic powered airship, or use alchemy for abn alchemically powered airship... Using the feats + skills format makes skills infinitely expandable. A small list of skills, with new uses and ideas added on all the time. [/QUOTE]
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