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<blockquote data-quote="ferratus" data-source="post: 4996094" data-attributes="member: 55966"><p>New article up that is interesting for a couple reasons.</p><p></p><p>The generic name of the gang of toughs in Fallcrest known as the "River Rats" has been replaced with the more interestingly named "The Honest Few". I'm not sure why they errata'd the name of the gang in Fallcrest, instead of just placing the gang of thieves in Nenlast, Hammerfast or the Seven Pillared Hall. We certainly don't get info on the members (besides Kelson and Orest) or what their rackets are, so I don't see why they have to be in Fallcrest.</p><p></p><p>The powers are interesting because it seems to sort of be a revival of kits in a way, with powers selected for specific archetypes. We get thief and thug today, but I could see in the future powers for acrobats, scouts, or trap disabling troubleshooters. </p><p></p><p>The powers are also interesting because a new, and badly needed, mechanic is introduced where you can keep or swap lower level powers and have them scale up in power with you. WotC, I demand, DEMAND, that you get to work putting in "level swap" mechanics for every power you have released to date. If that gets done, no more will we be forced to choose between a power that fits the theme of our character and a power that does more damage. It will improve my satisfaction with 4e immensely.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4996094, member: 55966"] New article up that is interesting for a couple reasons. The generic name of the gang of toughs in Fallcrest known as the "River Rats" has been replaced with the more interestingly named "The Honest Few". I'm not sure why they errata'd the name of the gang in Fallcrest, instead of just placing the gang of thieves in Nenlast, Hammerfast or the Seven Pillared Hall. We certainly don't get info on the members (besides Kelson and Orest) or what their rackets are, so I don't see why they have to be in Fallcrest. The powers are interesting because it seems to sort of be a revival of kits in a way, with powers selected for specific archetypes. We get thief and thug today, but I could see in the future powers for acrobats, scouts, or trap disabling troubleshooters. The powers are also interesting because a new, and badly needed, mechanic is introduced where you can keep or swap lower level powers and have them scale up in power with you. WotC, I demand, DEMAND, that you get to work putting in "level swap" mechanics for every power you have released to date. If that gets done, no more will we be forced to choose between a power that fits the theme of our character and a power that does more damage. It will improve my satisfaction with 4e immensely. [/QUOTE]
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