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L&L: These are not the rules you're looking for
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<blockquote data-quote="pemerton" data-source="post: 5863092" data-attributes="member: 42582"><p>Not at all.</p><p></p><p>Fair enough.</p><p></p><p>I'm not really able to compare 4e to 3E in this respect, as I don't have enough experience with 3E. Likewise for full bells-and-whistles 2nd ed AD&D.</p><p></p><p>When I compare 4e in this respect to Basic D&D and 1st ed AD&D, I would see the biggest changes of this sort are in respect to wizards, rangers and druids. Rangers and druids in AD&D are quirky enough (and arguably overpowerd enough) that the changes are tolerable - one set of oddities is replaced by another, and rangers - especially archer rangers - make for an easy class to play.</p><p></p><p>The changes to wizards are a different matter, but I'm personally from the "classic D&D wizards need to be evened out" school. </p><p></p><p>In 4e, one of the benefits of broader classes with "sub-builds" is that it opens up space for the sharing of utility powers (and in some cases attack powers as well), which reduces power bloat. 5e seems unlikely to have a 4e-style power system for non-spellcasting classes, which makes me curious about what, if at all, is at stake in this issue.</p><p></p><p>For example, if (i) the fighter class has 3 build options, and (ii) being a fighter doesn't involve any mechanical choices other than choosing one of those 3 builds, then why call it one class rather than 3?</p><p></p><p>For clerics and wizards choosing spells it probably will matter, but I worry a bit about a return to pre-4e overpowered, in part because overly broad and flexible, spell casters.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5863092, member: 42582"] Not at all. Fair enough. I'm not really able to compare 4e to 3E in this respect, as I don't have enough experience with 3E. Likewise for full bells-and-whistles 2nd ed AD&D. When I compare 4e in this respect to Basic D&D and 1st ed AD&D, I would see the biggest changes of this sort are in respect to wizards, rangers and druids. Rangers and druids in AD&D are quirky enough (and arguably overpowerd enough) that the changes are tolerable - one set of oddities is replaced by another, and rangers - especially archer rangers - make for an easy class to play. The changes to wizards are a different matter, but I'm personally from the "classic D&D wizards need to be evened out" school. In 4e, one of the benefits of broader classes with "sub-builds" is that it opens up space for the sharing of utility powers (and in some cases attack powers as well), which reduces power bloat. 5e seems unlikely to have a 4e-style power system for non-spellcasting classes, which makes me curious about what, if at all, is at stake in this issue. For example, if (i) the fighter class has 3 build options, and (ii) being a fighter doesn't involve any mechanical choices other than choosing one of those 3 builds, then why call it one class rather than 3? For clerics and wizards choosing spells it probably will matter, but I worry a bit about a return to pre-4e overpowered, in part because overly broad and flexible, spell casters. [/QUOTE]
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