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How did 4e take simulation away from D&D?
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<blockquote data-quote="Neonchameleon" data-source="post: 5511491" data-attributes="member: 87792"><p>I couldn't agree more. Rituals for non-combat magic are one of the best parts of 4e and WoTC don't have many of them...</p><p> </p><p></p><p> </p><p>From what you've said, Essentials martial characters are right up your street. Mostly basic attacks - they are just very good at them and can do things no one else can. (And frankly the Mage is a better designed Wizard). Oh, and marks have been replaced by "Defender Aura" - everything in 1 square of a Knight (fighter) or Cavalier (paladin) is effectively marked while in that zone. Essentials Defenders own the space around them.</p><p> </p><p></p><p> </p><p>Heh. The older I get the more I think "Don't sweat the small stuff" is the key to happiness.</p><p> </p><p></p><p> </p><p>Or it depends what you mean by powerful. A fireball might be more powerful than a sword thrust. But 7" of steel in the right place will kill anyone and will do it fast. Giving wizards powerful spells but pathetic combat magic might work (the AD&D approach in some ways).</p><p> </p><p></p><p> </p><p>Ah. And on the other side I wouldn't care if someone arbitrarily gave themself ten levels in underwater basket weaving. If that better represents their character, good for them - it won't matter in play. If it doesn't it won't matter in play so I don't care. (That's unless they were planning a get rich quick scheme or the like).</p><p> </p><p></p><p> </p><p>No problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Edit: For low magic items, the optional Inherent Bonusses are great. And you make actual expensive full plate actually be vanilla +3 Plate - anything below that is half-plate or the like. Gets it powerful and costing a <em>lot</em> of money.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5511491, member: 87792"] I couldn't agree more. Rituals for non-combat magic are one of the best parts of 4e and WoTC don't have many of them... From what you've said, Essentials martial characters are right up your street. Mostly basic attacks - they are just very good at them and can do things no one else can. (And frankly the Mage is a better designed Wizard). Oh, and marks have been replaced by "Defender Aura" - everything in 1 square of a Knight (fighter) or Cavalier (paladin) is effectively marked while in that zone. Essentials Defenders own the space around them. Heh. The older I get the more I think "Don't sweat the small stuff" is the key to happiness. Or it depends what you mean by powerful. A fireball might be more powerful than a sword thrust. But 7" of steel in the right place will kill anyone and will do it fast. Giving wizards powerful spells but pathetic combat magic might work (the AD&D approach in some ways). Ah. And on the other side I wouldn't care if someone arbitrarily gave themself ten levels in underwater basket weaving. If that better represents their character, good for them - it won't matter in play. If it doesn't it won't matter in play so I don't care. (That's unless they were planning a get rich quick scheme or the like). No problem :) Edit: For low magic items, the optional Inherent Bonusses are great. And you make actual expensive full plate actually be vanilla +3 Plate - anything below that is half-plate or the like. Gets it powerful and costing a [I]lot[/I] of money. [/QUOTE]
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