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<blockquote data-quote="AbdulAlhazred" data-source="post: 7314778" data-attributes="member: 82106"><p>I tend to agree with [MENTION=765]Marshall[/MENTION] on this one. Role is a tool for PEOPLE BUILDING CLASSES so that they don't create abominations like 1e rogues that can't do anything in combat most of the time. The 4e rogue is a striker, and striker has a pretty clear definition in terms of what is expected of a class filling that role. When you start wigging around with 'fudge stripe' roles you ruin 2 perfectly good flavors! Its fine to have some element in the game that can produce a change to a secondary role, but I think classes that tried to do that inherently risked becoming either overly complex and unclear in their thematics, or just bad at everything. The Berserker managed it, the class seems to work, but it IS a bit complex, and Barbarians can accomplish a similar thing without needing to be 'dual role'. It seemed like more of a design trick than a model for how to build good classes.</p><p></p><p></p><p>HoML just finally arrives at that point which 4e SHOULD have arrived at and didn't. There IS NO BONUS STACKING. None, period, ever. There are 4 classes of bonus, LEVEL, ATTRIBUTE, PROFICIENCY, and PERMANENT. You get one of each, and all bonuses in the game have one of these types, no exceptions. Truth is, most bonuses are just worth trying to get, because you already have some other bonus that is at least as good that it won't stack with. Bonuses CAN be conditional, so you could still create a somewhat complex mess if you really try, but it is a whole lot harder. It also means things like magic weapons aren't THAT big a deal (they're nice enough, get a permanent bonus to attack and damage, but the max is +3 and there's certainly many other ways to get the +1 or +2 you are likely to get at most played levels. If you do get the super sword of +3 badassery, great, revel in it, that's not trivial.</p><p></p><p></p><p>Yeah, minor actions are gone in my game. Many things are just Free Actions now, and others you can spend your turn doing.</p><p></p><p></p><p></p><p>You named the solution, which is to just allow something extra as a Free Action when it is appropriate. You can of course put 'Special: once per turn' on it if that's needed. Since most of this kind of thing is 'triggered' somehow it isn't really that big of a deal. Its quite easy to have a HoML power which says something like "critical success: make the following attack...." where 'following attack' is an embedded power with action type Free.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7314778, member: 82106"] I tend to agree with [MENTION=765]Marshall[/MENTION] on this one. Role is a tool for PEOPLE BUILDING CLASSES so that they don't create abominations like 1e rogues that can't do anything in combat most of the time. The 4e rogue is a striker, and striker has a pretty clear definition in terms of what is expected of a class filling that role. When you start wigging around with 'fudge stripe' roles you ruin 2 perfectly good flavors! Its fine to have some element in the game that can produce a change to a secondary role, but I think classes that tried to do that inherently risked becoming either overly complex and unclear in their thematics, or just bad at everything. The Berserker managed it, the class seems to work, but it IS a bit complex, and Barbarians can accomplish a similar thing without needing to be 'dual role'. It seemed like more of a design trick than a model for how to build good classes. HoML just finally arrives at that point which 4e SHOULD have arrived at and didn't. There IS NO BONUS STACKING. None, period, ever. There are 4 classes of bonus, LEVEL, ATTRIBUTE, PROFICIENCY, and PERMANENT. You get one of each, and all bonuses in the game have one of these types, no exceptions. Truth is, most bonuses are just worth trying to get, because you already have some other bonus that is at least as good that it won't stack with. Bonuses CAN be conditional, so you could still create a somewhat complex mess if you really try, but it is a whole lot harder. It also means things like magic weapons aren't THAT big a deal (they're nice enough, get a permanent bonus to attack and damage, but the max is +3 and there's certainly many other ways to get the +1 or +2 you are likely to get at most played levels. If you do get the super sword of +3 badassery, great, revel in it, that's not trivial. Yeah, minor actions are gone in my game. Many things are just Free Actions now, and others you can spend your turn doing. You named the solution, which is to just allow something extra as a Free Action when it is appropriate. You can of course put 'Special: once per turn' on it if that's needed. Since most of this kind of thing is 'triggered' somehow it isn't really that big of a deal. Its quite easy to have a HoML power which says something like "critical success: make the following attack...." where 'following attack' is an embedded power with action type Free. [/QUOTE]
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