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Forked Thread: Name exactly what 4E is "missing"
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<blockquote data-quote="Felix" data-source="post: 4500250" data-attributes="member: 3929"><p>Ehh... yeah. Also true to an extent. But feats every 3 levels mitigates that. And if you want to stay within one class:</p><p></p><p style="margin-left: 20px">Barbarians don't have much in the way of choice. Paladins are pretty shoe-horned. These guys are the most restrictive.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fighter gets his feats. Rangers get weapon styles and favored enemies. Rogues eventually have their special abilities. Monks have the one-out-of-two option that 4e has for all classes. These martial classes have more flexibility, but they don't compare at all to:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bards get their spells known. Clerics, spells memorized. Druid, again, spells memorized. Sorcerer spells known. Wizards have a stupid amount of options. Spellcasters are supremely customizable.</p><p></p><p>I count spells memorized, spells known, and spells added to spellbooks as varied options because that can greatly change how a character can approach a particular challenge on a level-to-level, and even a day-to-day basis. The effect this will have on the game is that sometimes these spellcasters will be horrifyingly effective at solving a problem with spells, and other days completely ineffectual. The new edition removes this possibility for game balance reasons while granting more of it to martial characters. Everyone is brought back to the mean, and the deviation from the mean of effectiveness in an encounter is drastically reduced. Meh.</p></blockquote><p></p>
[QUOTE="Felix, post: 4500250, member: 3929"] Ehh... yeah. Also true to an extent. But feats every 3 levels mitigates that. And if you want to stay within one class: [indent]Barbarians don't have much in the way of choice. Paladins are pretty shoe-horned. These guys are the most restrictive. Fighter gets his feats. Rangers get weapon styles and favored enemies. Rogues eventually have their special abilities. Monks have the one-out-of-two option that 4e has for all classes. These martial classes have more flexibility, but they don't compare at all to: Bards get their spells known. Clerics, spells memorized. Druid, again, spells memorized. Sorcerer spells known. Wizards have a stupid amount of options. Spellcasters are supremely customizable.[/indent] I count spells memorized, spells known, and spells added to spellbooks as varied options because that can greatly change how a character can approach a particular challenge on a level-to-level, and even a day-to-day basis. The effect this will have on the game is that sometimes these spellcasters will be horrifyingly effective at solving a problem with spells, and other days completely ineffectual. The new edition removes this possibility for game balance reasons while granting more of it to martial characters. Everyone is brought back to the mean, and the deviation from the mean of effectiveness in an encounter is drastically reduced. Meh. [/QUOTE]
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