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Forked Thread: Name exactly what 4E is "missing"
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<blockquote data-quote="Angrydad" data-source="post: 4500858" data-attributes="member: 70987"><p>You've captured a big part of what I feel is missing from 4e. It feels too much like there's a "correct" build for a given class. Part of this is, I think, due to the increasing focus on combat related powers and abilities. When so much of the rules system seems to be obsessing over how many squares such and such a power effects or how far it moves an enemy, it definitely starts to feel like a character who has chosen to focus on powers that aren't as combat related is getting left out. Again, I do realize that any non-combat stuff can be "DM discretion"ed, but I really liked having all those silly spells and skills that weren't obviously going to be useful in a combat scenario turn into something quirky for the players to use. For example, I had a monk who inadvertantly freed the devils of the 7th circle of Hell by disrupting a summoning circle when he was low level. Once he gained some power and was in the 11th-12th level range he was summoned back to the site of the summoning for a reward from the devils. He asked to have the ability to cast Mage Hand at will. A simple cantrip that can lift 5lbs. within a short range. Seems pretty inocuous and not suited for combat. He started using it to poke enemies in the eye, which we decided would cause a -1 to attacks and AC for 1 round. </p><p> This may still be perfectly viable in 4e, but the power descriptions (as written) seem to restrict this type of creative application. I like having a lot of options with guidelines that allow for any kind of expansion imagineable. 4e powers seem tougher to make up or modify on the fly. I guess that's really kind of the heart of my issue.</p></blockquote><p></p>
[QUOTE="Angrydad, post: 4500858, member: 70987"] You've captured a big part of what I feel is missing from 4e. It feels too much like there's a "correct" build for a given class. Part of this is, I think, due to the increasing focus on combat related powers and abilities. When so much of the rules system seems to be obsessing over how many squares such and such a power effects or how far it moves an enemy, it definitely starts to feel like a character who has chosen to focus on powers that aren't as combat related is getting left out. Again, I do realize that any non-combat stuff can be "DM discretion"ed, but I really liked having all those silly spells and skills that weren't obviously going to be useful in a combat scenario turn into something quirky for the players to use. For example, I had a monk who inadvertantly freed the devils of the 7th circle of Hell by disrupting a summoning circle when he was low level. Once he gained some power and was in the 11th-12th level range he was summoned back to the site of the summoning for a reward from the devils. He asked to have the ability to cast Mage Hand at will. A simple cantrip that can lift 5lbs. within a short range. Seems pretty inocuous and not suited for combat. He started using it to poke enemies in the eye, which we decided would cause a -1 to attacks and AC for 1 round. This may still be perfectly viable in 4e, but the power descriptions (as written) seem to restrict this type of creative application. I like having a lot of options with guidelines that allow for any kind of expansion imagineable. 4e powers seem tougher to make up or modify on the fly. I guess that's really kind of the heart of my issue. [/QUOTE]
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