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Martial Power 2 Excerpt - Combat Styles
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<blockquote data-quote="mkill" data-source="post: 5084584" data-attributes="member: 55985"><p>At the moment, I rather feel we need more generic stuff in D&D4th ed and less fiddly specialized things. For example, I took a domain feat for my Paladin, and it turns out, I used the associated at-will once in the entire adventure and the bonus it gave made no difference. I'll train out of it next level.</p><p></p><p>I see combat styles go the same route: Yeah, they're nice to have, but it's just as likely it won't come up for several sessions or you'll even forget about it accidentally. My group is made up of pretty casual players, I'm happy if they have all their numbers prepared on cards and remember about the basic stuff like marked penalty and interrupts and saving throws. I tend to forget about these things too.</p><p></p><p>4th edition is out for two years now, and the excitement about all the new stuff has made way for familiarity. Now, I rather prefer feats and powers that are easy to understand and always useful: Weapon Focus, Toughness, Paragon Defenses etc. There are more than enough of these now fill a hero career up to 30th level.</p><p></p><p>If you want cool stuff, take great powers, get a crunchy Paragon Path and just play it out like crazy at the table: This is where the awesomeness comes from. Your feats and items are just there to give the right push and make sure your numbers are up to par. So yeah, if one of these styles fits your character take them, but don't lose sleep when the right one is not there.</p><p></p><p>Of course, the whole overspecialization of class + weapon + power leaves a lot of room for many more dragon articles to come, and I'm pretty sure this is what WotC has in mind. I fully expect one for lefthanded albino halfling warlords.</p></blockquote><p></p>
[QUOTE="mkill, post: 5084584, member: 55985"] At the moment, I rather feel we need more generic stuff in D&D4th ed and less fiddly specialized things. For example, I took a domain feat for my Paladin, and it turns out, I used the associated at-will once in the entire adventure and the bonus it gave made no difference. I'll train out of it next level. I see combat styles go the same route: Yeah, they're nice to have, but it's just as likely it won't come up for several sessions or you'll even forget about it accidentally. My group is made up of pretty casual players, I'm happy if they have all their numbers prepared on cards and remember about the basic stuff like marked penalty and interrupts and saving throws. I tend to forget about these things too. 4th edition is out for two years now, and the excitement about all the new stuff has made way for familiarity. Now, I rather prefer feats and powers that are easy to understand and always useful: Weapon Focus, Toughness, Paragon Defenses etc. There are more than enough of these now fill a hero career up to 30th level. If you want cool stuff, take great powers, get a crunchy Paragon Path and just play it out like crazy at the table: This is where the awesomeness comes from. Your feats and items are just there to give the right push and make sure your numbers are up to par. So yeah, if one of these styles fits your character take them, but don't lose sleep when the right one is not there. Of course, the whole overspecialization of class + weapon + power leaves a lot of room for many more dragon articles to come, and I'm pretty sure this is what WotC has in mind. I fully expect one for lefthanded albino halfling warlords. [/QUOTE]
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Martial Power 2 Excerpt - Combat Styles
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