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<blockquote data-quote="Neonchameleon" data-source="post: 5983789" data-attributes="member: 87792"><p>Ah yes. The druid that doesn't use Wild Shape, head into melee, and rack up the kills quite nicely himself when added to his bear companion. The druid that isn't actually leveraging his abilities.</p><p></p><p></p><p></p><p>It's a hell of a lot easier to go off the book in 4e than in other editions.</p><p></p><p></p><p></p><p>Translation: Use house rules. Unlike Essentials, Unearthed Arcana is explicitely presented as house rules.</p><p></p><p></p><p></p><p>Here we disagree. D&D has historically called its high level fighters superhuman, and has a hit point mechanic that's partially magic. And magic is how the world works. Magic therefore has never been a separate entity and shouldn't be.</p><p></p><p></p><p></p><p>Now either you don't know how to play the classes to their strengths or you are poor at tactics. Putting things simply:</p><p></p><p>A Two Weapon Ranger is a very high damage glass cannon. Seriously low AC but does more damage per round than any other class. Where they belong is tucked in close to the fighter for protection, and to be able to focus fire with as many people as possible.</p><p></p><p>An Avenger needs to isolate and gank - they have the tools to do it. If they try to stand under the fighter's wing on the battle line they are just going to look like a complete chump because their major class feature (Oath of Emnity) simply doesn't work of they are in the middle of a line fight. Pick one foe, neutralise it, and pound it into the dirt. On the other hand the Avenger can have the AC of a full scale tank fighter and can force enemies to come away with it.</p><p></p><p>A Rogue needs combat advantage. +2 to hit and +2d6 damage almost <em>doubles</em> the rogue's DPR at low levels - and the sneak attack isn't too far off this even at higher levels. If a rogue attacks without combat advantage the rogue's attack sucks. In order to be doing their job properly, a rogue should be attacking with combat advantage <em>every round</em> - and that means either forcing or exploiting an opportunity. On the other hand they have tools to do both among their powers - both a lot of mobility for flanking and a lot of powers that daze, blind, or the like.</p><p></p><p>Avenger, Two Weapon Ranger, Rogue. Try to play any one the same as any other and you are going to look like a complete chump. (Well, the two weapon ranger <em>can</em> work in either of the other styles as long as the difficulty setting is on low).</p><p></p><p></p><p></p><p>Congratulations. Your Avengers are focus firing so they are right in the middle of the enemy so they don't get Oath Of Emnity. They suck. Your wizards are playing very differently from mine - last time I played a wizard he regularly had either one or both of his encounter attack powers unused. Orbmaster's Incendiary Detonation rocks against minions but isn't so hot against regulars and Lesser Visions of Avarice (I forget its real name) is no use at all once the melee has started, but is utterly outstanding at preventing people reaching combat.</p><p></p><p>So if that's your grasp on basic 4e tactics, no wonder you have problems with it. This is once again down to your limited understanding of 4e.</p><p></p><p></p><p></p><p>No there aren't. There are a few powers <em>from which you have taken away information</em>. Information like what is actually happening in the fiction. You've taken away what the power does (the keywords), in most cases how it does it (weapon, implement, or neither). You've taken away what sort of attack it is - whether it's mundane and blockable, whether it's a mental attack, whether it's something that attacks the constitution, or whether it's something that can be ducked.</p><p></p><p>Those are not powers. Those are skeletons. And calling them powers is thoroughly mendacious.</p><p></p><p></p><p></p><p>Not one single one of them is any. Because they are all incomplete.</p><p></p><p></p><p></p><p>Essentials is part of 4e. If you are talking about 4e as a whole, you must include essentials if you want to offer an honest argument. Especially as Essentials has been out for about half the life of 4e. It's not a dodge, merely a reflection that the game has grown.</p><p></p><p></p><p></p><p>Why? In 2006 WotC were busy working on 4e, only 3 years after 3.5 debuted. 3.0 was pulled from the shelves after only two and a half years. And the splatbook model is unsustainable - what do you want? Primal Power 3? Or Heroes of the Negative Energy Plane.</p><p></p><p>I was saying after Heroes of Shadow that 4e needed only one more class. A simple to play wizard. And it finally arrived in Heroes of the Elemental Chaos. Right now there are about two products I want - Birthright and Spelljammer for 4e.</p><p></p><p></p><p></p><p>Thank you. I can't XP you, alas.</p><p></p><p>And note in this case that the full text of the spell was reproduced. No important information was stripped away - unlike in Jester Canuck's example.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5983789, member: 87792"] Ah yes. The druid that doesn't use Wild Shape, head into melee, and rack up the kills quite nicely himself when added to his bear companion. The druid that isn't actually leveraging his abilities. It's a hell of a lot easier to go off the book in 4e than in other editions. Translation: Use house rules. Unlike Essentials, Unearthed Arcana is explicitely presented as house rules. Here we disagree. D&D has historically called its high level fighters superhuman, and has a hit point mechanic that's partially magic. And magic is how the world works. Magic therefore has never been a separate entity and shouldn't be. Now either you don't know how to play the classes to their strengths or you are poor at tactics. Putting things simply: A Two Weapon Ranger is a very high damage glass cannon. Seriously low AC but does more damage per round than any other class. Where they belong is tucked in close to the fighter for protection, and to be able to focus fire with as many people as possible. An Avenger needs to isolate and gank - they have the tools to do it. If they try to stand under the fighter's wing on the battle line they are just going to look like a complete chump because their major class feature (Oath of Emnity) simply doesn't work of they are in the middle of a line fight. Pick one foe, neutralise it, and pound it into the dirt. On the other hand the Avenger can have the AC of a full scale tank fighter and can force enemies to come away with it. A Rogue needs combat advantage. +2 to hit and +2d6 damage almost [I]doubles[/I] the rogue's DPR at low levels - and the sneak attack isn't too far off this even at higher levels. If a rogue attacks without combat advantage the rogue's attack sucks. In order to be doing their job properly, a rogue should be attacking with combat advantage [I]every round[/I] - and that means either forcing or exploiting an opportunity. On the other hand they have tools to do both among their powers - both a lot of mobility for flanking and a lot of powers that daze, blind, or the like. Avenger, Two Weapon Ranger, Rogue. Try to play any one the same as any other and you are going to look like a complete chump. (Well, the two weapon ranger [I]can[/I] work in either of the other styles as long as the difficulty setting is on low). Congratulations. Your Avengers are focus firing so they are right in the middle of the enemy so they don't get Oath Of Emnity. They suck. Your wizards are playing very differently from mine - last time I played a wizard he regularly had either one or both of his encounter attack powers unused. Orbmaster's Incendiary Detonation rocks against minions but isn't so hot against regulars and Lesser Visions of Avarice (I forget its real name) is no use at all once the melee has started, but is utterly outstanding at preventing people reaching combat. So if that's your grasp on basic 4e tactics, no wonder you have problems with it. This is once again down to your limited understanding of 4e. No there aren't. There are a few powers [I]from which you have taken away information[/I]. Information like what is actually happening in the fiction. You've taken away what the power does (the keywords), in most cases how it does it (weapon, implement, or neither). You've taken away what sort of attack it is - whether it's mundane and blockable, whether it's a mental attack, whether it's something that attacks the constitution, or whether it's something that can be ducked. Those are not powers. Those are skeletons. And calling them powers is thoroughly mendacious. Not one single one of them is any. Because they are all incomplete. Essentials is part of 4e. If you are talking about 4e as a whole, you must include essentials if you want to offer an honest argument. Especially as Essentials has been out for about half the life of 4e. It's not a dodge, merely a reflection that the game has grown. Why? In 2006 WotC were busy working on 4e, only 3 years after 3.5 debuted. 3.0 was pulled from the shelves after only two and a half years. And the splatbook model is unsustainable - what do you want? Primal Power 3? Or Heroes of the Negative Energy Plane. I was saying after Heroes of Shadow that 4e needed only one more class. A simple to play wizard. And it finally arrived in Heroes of the Elemental Chaos. Right now there are about two products I want - Birthright and Spelljammer for 4e. Thank you. I can't XP you, alas. And note in this case that the full text of the spell was reproduced. No important information was stripped away - unlike in Jester Canuck's example. [/QUOTE]
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