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Heroes of Virtue article
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<blockquote data-quote="Badwe" data-source="post: 5567757" data-attributes="member: 61762"><p>Did anyone actually read the flavor text on the noble? Perhaps it is me reading from a DMs perspective rather than a player perspective, but to me the Noble seemed like a theme with a lot of potential. Granted, it is all open-ended and not perfectly contained within the rules, which can certainly be problematic, but in the right player's hands this theme could be a great catalyst to trying solutions to RP situations that otherwise would have been impossible.</p><p></p><p>I will agree that the actual mechanics are rather weak, but I think the way they have constructed these general purpose themes they work best when their flavor is firing on all cylinders rather than the abilities.</p><p></p><p>The Chevalier... i thought it was odd that it keyed off of mounts from level 1 without providing easier access to mounts as well. Even giving the DM some tips for making sure they had a mount at level 1 would have helped. Basically, if you have a character concept where you would take mounted combat at level 1, this theme might offer you a way to define yourself more thoroughly as a mounted combatent. </p><p></p><p>Overall, while the themes weren't nearly as excited as I was expecting, I think they were right to keep the power level low to start. Knowing how potent the dark sun themes and knowing that these themes could potentially end up in LFR or even appear suddenly in ongoing games, they needed to stick to things that are predominantly driven by flavor and not super-potent mechanics. We still have the neverwinter campaign setting that is likely to produce some themes that are A) more powerful and B) more likely to be usable in a standard D&D campaign.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5567757, member: 61762"] Did anyone actually read the flavor text on the noble? Perhaps it is me reading from a DMs perspective rather than a player perspective, but to me the Noble seemed like a theme with a lot of potential. Granted, it is all open-ended and not perfectly contained within the rules, which can certainly be problematic, but in the right player's hands this theme could be a great catalyst to trying solutions to RP situations that otherwise would have been impossible. I will agree that the actual mechanics are rather weak, but I think the way they have constructed these general purpose themes they work best when their flavor is firing on all cylinders rather than the abilities. The Chevalier... i thought it was odd that it keyed off of mounts from level 1 without providing easier access to mounts as well. Even giving the DM some tips for making sure they had a mount at level 1 would have helped. Basically, if you have a character concept where you would take mounted combat at level 1, this theme might offer you a way to define yourself more thoroughly as a mounted combatent. Overall, while the themes weren't nearly as excited as I was expecting, I think they were right to keep the power level low to start. Knowing how potent the dark sun themes and knowing that these themes could potentially end up in LFR or even appear suddenly in ongoing games, they needed to stick to things that are predominantly driven by flavor and not super-potent mechanics. We still have the neverwinter campaign setting that is likely to produce some themes that are A) more powerful and B) more likely to be usable in a standard D&D campaign. [/QUOTE]
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