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<blockquote data-quote="Jürgen Hubert" data-source="post: 3311687" data-attributes="member: 7177"><p>Well, Extra Hit Points only cost 2 CP/level now. So having characters with lots of hit points is fairly easy now.</p><p></p><p>But it's now also possible to attack twice per round <em>without</em> sacrificing defense. Sure, this will result in a penalty to your attack roll - but really good sword fighters should be able to manage this. You can also reduce the defense values of your enemy by taking a penalty to your attack roll, making it much harder for mooks to avoid your blows. And Strength is cheaper now (only 10 points/level), so really strong fighter types who dish out lots of damage are viable character builds.</p><p></p><p>And combat mages get more powerful, too. In 3E, they had to pump up their spells for three turns so that they could cast a Fireball doing 3d6 damage.</p><p></p><p>In 4E, while they can still pump up missile spells for up to three turns, they now can put a number of energy points into the spell each round equal to their Magical Aptitude. That means that someone with Magical Aptitude 3 could cast a 9d6 Fireball from the start!</p><p></p><p>And Magical Aptitude now can be increased beyond 3. This not only allows you to cast more powerful missile spells, but also can increase the "upper limit" of non-combat spells as well. With Magical Aptitude 5, for example, you could cast Major Healing for 10 hit points, or a Shield spell for +5 to your Defenses...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3311687, member: 7177"] Well, Extra Hit Points only cost 2 CP/level now. So having characters with lots of hit points is fairly easy now. But it's now also possible to attack twice per round [i]without[/i] sacrificing defense. Sure, this will result in a penalty to your attack roll - but really good sword fighters should be able to manage this. You can also reduce the defense values of your enemy by taking a penalty to your attack roll, making it much harder for mooks to avoid your blows. And Strength is cheaper now (only 10 points/level), so really strong fighter types who dish out lots of damage are viable character builds. And combat mages get more powerful, too. In 3E, they had to pump up their spells for three turns so that they could cast a Fireball doing 3d6 damage. In 4E, while they can still pump up missile spells for up to three turns, they now can put a number of energy points into the spell each round equal to their Magical Aptitude. That means that someone with Magical Aptitude 3 could cast a 9d6 Fireball from the start! And Magical Aptitude now can be increased beyond 3. This not only allows you to cast more powerful missile spells, but also can increase the "upper limit" of non-combat spells as well. With Magical Aptitude 5, for example, you could cast Major Healing for 10 hit points, or a Shield spell for +5 to your Defenses... [/QUOTE]
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