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Maybe I was ALWAYs playing 4e... even in 2e
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<blockquote data-quote="pemerton" data-source="post: 8629392" data-attributes="member: 42582"><p>In the game that my group played to 30th level, and that is currently in revival after a multi-year hiatus, we ignored expertise feats but left hp largely unchanged.</p><p></p><p>It's interesting how experiences differ. At 15th level, the wizard in our group died and came back to life as an invoker. But he took the wizard multiclass feat to keep Thunderwave as an encounter power, and he also has a variant of it - Gust of Wind, I think - as a daily power from his Rod of Seven Parts. It's always played extremely well at our table - the most dramatic that I remember is him blasting a demon through the wall of a building onto the street below, but he's always wanting to push enemies around.</p><p></p><p>I don't know what the adventure was, but this is curious to me. The invoker/wizard in my game used rituals all the time, including Phantom Steeds, but this was the starting point for travel/exploration (normally being resolved as a skill challenge). More than one combat encounter at our table has started with a Phantom Steed taking damage . . .</p><p></p><p>I did use a MM Dracolich once. I can't remember who got stunned or for how long, but by then the PCs would have had the Essentials feats that give a start-of-turn save vs being stunned (Superior Will?).</p><p></p><p>When GMing, my general goal is to try and get as many PCs into melee as I can, because it's more interesting than ranged combat!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8629392, member: 42582"] In the game that my group played to 30th level, and that is currently in revival after a multi-year hiatus, we ignored expertise feats but left hp largely unchanged. It's interesting how experiences differ. At 15th level, the wizard in our group died and came back to life as an invoker. But he took the wizard multiclass feat to keep Thunderwave as an encounter power, and he also has a variant of it - Gust of Wind, I think - as a daily power from his Rod of Seven Parts. It's always played extremely well at our table - the most dramatic that I remember is him blasting a demon through the wall of a building onto the street below, but he's always wanting to push enemies around. I don't know what the adventure was, but this is curious to me. The invoker/wizard in my game used rituals all the time, including Phantom Steeds, but this was the starting point for travel/exploration (normally being resolved as a skill challenge). More than one combat encounter at our table has started with a Phantom Steed taking damage . . . I did use a MM Dracolich once. I can't remember who got stunned or for how long, but by then the PCs would have had the Essentials feats that give a start-of-turn save vs being stunned (Superior Will?). When GMing, my general goal is to try and get as many PCs into melee as I can, because it's more interesting than ranged combat! [/QUOTE]
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