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<blockquote data-quote="PTHoorah" data-source="post: 5857315" data-attributes="member: 6691226"><p>This is what I want. WOTC can create and present a cleric and priest class that is fully playable as is. But, they should also let us under the hood so we can take the "divine power class" (or whatever) and fine tune it through options/powers/skills/themes to what we want our divine power character to be. </p><p></p><p>This should work across all the core classes. If I'm playing a wizard and at 5th level I'm supposed to get a familiar and I don't want one, I shouldn't just lose out. I should have something else -- lots of something elses -- to choose from. And if I'm a fighter hitting 5th level and I want a dog familiar/companion, I should be able to get one. Or if I'm a thief that wants a dog (or a rat). The core wizard class could get a familiar/companion at 5th level. But that should also be an option available to any class at 5th level, and the wizard should have other options should they not want this one. (Later level options could modify this ability, providing telepathy, or combat options, or shared senses. This could be built into core for a ranger class, and used for the paladin and mount. But if a player wanted the bond between a character and companion to be a defining part of that character, and become supernatural as the character leveled up, then that should be allowed for all classes.)</p><p></p><p>For this to work, the options/powers/feats need to represent the character as a whole, not just the character in combat. In 4e, the options were almost all combat driven. Usually they were picked based on how you wanted your character to play in combat. If the options -- even the combat specific ones -- are more character centric, then even if they aren't perfectly balanced, some players may select less optimum options because it's evocative of the character they want to create. (Example for combat options: if you could only use a Split the Tree type power with a bow, but a slightly different power existed if you were armed with two crossbows, or two ranged weapons; or if a burst 1 type attack that let you hit everyone adjacent was slightly different if you were armed with two weapons then if you were armed with a two-handed weapon, and not available if you were armed with only one one-handed weapon. Then attack powers would be selected based on how the player pictured their character, not which did the best damage. I would hope.)</p></blockquote><p></p>
[QUOTE="PTHoorah, post: 5857315, member: 6691226"] This is what I want. WOTC can create and present a cleric and priest class that is fully playable as is. But, they should also let us under the hood so we can take the "divine power class" (or whatever) and fine tune it through options/powers/skills/themes to what we want our divine power character to be. This should work across all the core classes. If I'm playing a wizard and at 5th level I'm supposed to get a familiar and I don't want one, I shouldn't just lose out. I should have something else -- lots of something elses -- to choose from. And if I'm a fighter hitting 5th level and I want a dog familiar/companion, I should be able to get one. Or if I'm a thief that wants a dog (or a rat). The core wizard class could get a familiar/companion at 5th level. But that should also be an option available to any class at 5th level, and the wizard should have other options should they not want this one. (Later level options could modify this ability, providing telepathy, or combat options, or shared senses. This could be built into core for a ranger class, and used for the paladin and mount. But if a player wanted the bond between a character and companion to be a defining part of that character, and become supernatural as the character leveled up, then that should be allowed for all classes.) For this to work, the options/powers/feats need to represent the character as a whole, not just the character in combat. In 4e, the options were almost all combat driven. Usually they were picked based on how you wanted your character to play in combat. If the options -- even the combat specific ones -- are more character centric, then even if they aren't perfectly balanced, some players may select less optimum options because it's evocative of the character they want to create. (Example for combat options: if you could only use a Split the Tree type power with a bow, but a slightly different power existed if you were armed with two crossbows, or two ranged weapons; or if a burst 1 type attack that let you hit everyone adjacent was slightly different if you were armed with two weapons then if you were armed with a two-handed weapon, and not available if you were armed with only one one-handed weapon. Then attack powers would be selected based on how the player pictured their character, not which did the best damage. I would hope.) [/QUOTE]
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