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Forked Thread: Rate WotC as a company: 4e Complete?

There are only two Paragon Paths per class - not very many at all. And only four Epic Destinies. So there's not even an Epic Destiny for every class in the core book.

But to be fair, there were only a few prestige classes in the 3e DMG, a similar number. As far as epic destinies go, I think the thought is that nobody will be level 21 by the time the next book comes out and much like the prestige classes from 3e, they are given as a guideline to follow how to approach the concept.

Personally, for me, it is definitely a case of 4e being a complete game, but in different ways than 3e was a complete game. 4e seems to give a lot of power back to the DM while at the same time making it so that the rules aren't overwhelming. 3e took most of the power away from the DM and at times the rules could be a bit overwhelming for the DM (NPC creation, exceptions, even different versions of the same spell in the different printings that could be so subtly different etc.). There wasn't a lot of room for improv on the part of the DM.

I think a lot of people missed that the DMG II, PHB II and the various Monster Manuals were all "CORE RULEBOOKS" in 3.5 so the arguement about the future PHB II etc. falls flat for me.
 

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And the amazing part? They aren't mutually exclusive concepts. Flight exists in 4e, and doesn't just invalidate an entire category of encounters by 5th level.

You know this sounds about as justified as stating that because at 5th level a Wizard can cast Fireball in 3.X it made any encounter vs. a cold based creature invalid.

I think you are trying to validate your opinion with an extreme possiblity that is at best completely hypothetical in notion. To which I say if a DM allowed such a spell to invalidate a combat in that matter so easily, then the DM needs lessions on how to run that combat.
 

You know this sounds about as justified as stating that because at 5th level a Wizard can cast Fireball in 3.X it made any encounter vs. a cold based creature invalid.

I think you are trying to validate your opinion with an extreme possiblity that is at best completely hypothetical in notion. To which I say if a DM allowed such a spell to invalidate a combat in that matter so easily, then the DM needs lessions on how to run that combat.

You mean, there always happens to be a monster with a fly potion, a dispel magic, some über ranged weapon or the like? Yeah it is quite easy, but it destroys the verisimilitude for some DM's. It's a balance, and in order to achieve some sort of resistance to the wizard's fly, some feel they have to give up the realism of their campaign.
 

Completeness is an odd topic for discussion. I'm not sure what an incomplete RPG would be. Missing a resolution mechanic? No advancement rules? Forgot to include rules for something referenced through the rules?

Is 4e incomplete by that standard? No.

What 4e seems, to me, is unfinished. Or perhaps unpolished is a better way to put it. Leaving aside mechanical issues like the skill challanges the rules are poorly described and have badly chosen examples. View the pages and pages of debate about keyword inheritance as the most glaring example. It's a central facet of the system and is never fully and clearly described. There are only two examples and one is incomplete, the other fails to illustrate inheritance and uses an obsolete version of the rules. Yay team.

I doubt there is anyone on the 4e team that will tell you the PHB that went to the printers is exactly what they wanted, that the work was finished and the vision fulfilled. And I think that's a damm shame.

cut out the generic insults - PS
 
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Lances are just spears.


SPEAR:
A spear is a pole weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. The head may be simply the sharpened end of the shaft itself, as is the case with bamboo spears, or it may be of another material fastened to the shaft, such as obsidian or bronze. The most common design is of a metal spearhead, shaped like a triangle or a leaf.

LANCE: While it could still be generally classified as a spear, the lance tends to be larger - usually both longer and stouter and thus also considerably heavier, and unsuited for throwing, or for the rapid thrusting, as with an infantry spear. Lances did not have spear tips that (intentionally) broke off or bent, unlike many throwing weapons of the spear/javelin family, and were adapted for mounted combat. They were often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact.

I would argue they are not the same.
 

We're roleplay focused. 3E offered much better multiclassing, prestige classes to flesh out concepts and backgrounds, various skill points, a robust skill system compared to 2E, more classes, more customising options with feats, and a streamlined rules system (d20, roll high).

2E in comparision offered mostly kits, and not much flexibility. Fluff works for both anyway - I tend to tailor fluff to my campaign from various sources - but the 3E feels like the mechanics fit the fluff better.
Thanks for the explanation. I think I know where my confusion came from. It's the definition of what roleplaying is.
In our area when we refer to roleplaying we're not talking about anything having to do with game mechanics. Roleplaying is interacting with each other and the environment. It's not rolling dice, though things like skill checks may be used to direct or support roleplaying.

2E kits were mostly just fluff. It was an exception rather than the rule to get any mechanical benefits for taking a kit. They offered everything required to streamline character concepts, though.
In theory 3E prestige classes could have been an improvement since they always granted mechanical benefits. But they quickly became nothing but a means to get more powerful or realize 'builds' that couldn't be created in a competitive way using just the core classes and multi-classing. They became in short an excuse for power-creep and a fix for badly designed rules. I've always found it difficult to believe how a character could end up having levels in three different base classes and just as many prestige classes.

So, from my viewpoint the 2E kits were a lot better in their support for roleplaying.

4E in comparision feels limited. They cut down so many skills, especially perform. it also feels pigeonholing with regards to classes, and focused on rigid roles, and tactical combat - and draws those out.

That may change with time, but at the moment, 4E simply is not offering enough.
Well, using our definition of roleplaying not having a perform skill isn't really a disadvantage. If you'd like your character to be proficient with an instrument or good at singing it becomes fact by simply stating it in your background. If you want checks to measure how good your performance is, ability checks are absolutely sufficient.

It's true the 4E PHB doesn't have as many classes as the 3E PHB had. But the difference isn't as great as many make it sound. All 4E classes come with two basic builds, something only the 3E ranger class had. There are about 80 powers for every class which compares favorably to the very small number of class features you got in 3E. The 3E sorcerer and wizard were really just a single class, different only in their spell casting mechanics.

I also don't see why so many people insist that the roles are more rigid in 4E. They aren't. It's just the first time the roles that have been defining the game since it's inception are actually spelled out.

Combat has always been tactical. There's only a slight shift from static, individual tactics to dynamic, team tactics. Myself, I prefer that shift.

Still, with so many supplements to look back on, of course 4E seems lacking by comparison. But that's really only a question of time. When the 4E PHB2 has been released all of the 3E core character concepts will have been covered. It will also close any perceived 'holes' like shapechanging, summoning, or unarmed combat.

So, I'm pretty sure, you'll eventually find everything you're currently missing in 4E.

The thing I'm missing most right now are psionic classes. For me D&D isn't complete without psionics. What triggered my switch to 3E was the release of the Psionics Handbook. It'll probably be the same for 4E, unless our 3E campaign dies prematurely because high-level has become so tedious.
 

You mean, there always happens to be a monster with a fly potion, a dispel magic, some über ranged weapon or the like? Yeah it is quite easy, but it destroys the verisimilitude for some DM's. It's a balance, and in order to achieve some sort of resistance to the wizard's fly, some feel they have to give up the realism of their campaign.

Or possibly just a light crossbow or maybe a sling. Or for that matter a rock. Are you telling me that a mostly melee based fightter can't fight his way out of this wet paper bag?
 

Or possibly just a light crossbow or maybe a sling. Or for that matter a rock. Are you telling me that a mostly melee based fightter can't fight his way out of this wet paper bag?

If by wet paper bag you actually mean a flying dragon (or a wizard with a fly spell) with a CR appropriate to his level, I think he's telling you exactly that.
 

Bingo! Modifying monsters is so easy with the guidelines in the DMG that any claim of "incompleteness" regarding the MM is laughable. I've played in 4 sessions of 4e now, all using 1st level characters, and we've yet to see a Kobold or Goblin. All of the monsters have been either straight out of the MM or slightly modified (sometimes renamed) from monsters in the MM.

Is this anything like Gryphon, Gryffon, and Griffon from Everquest? Same model different mob?
 


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