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Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="pemerton" data-source="post: 9809363" data-attributes="member: 42582"><p>Further to post 1068:</p><p></p><p>This suggests a rough ratio of 3:2. That is, 7th level AD&D = 10th to 11th level 4e; 12th to 13th level AD&D = 18th to 19th level 4e; etc.</p><p></p><p>But that is only rough: it gives us 20th level AD&D = 30th level 4e, but the fiction of 20th level AD&D is not very well defined/established, and so is pretty hard to compare with 4e, where the PCs are clearly established as demigods or similar.</p><p></p><p>For instance, here's an epic destiny that would be a good fit for a Rogue/Thief; it's from Martial Power:</p><p></p><p style="margin-left: 20px"><strong>Dark Wanderer</strong></p> <p style="margin-left: 20px">You left home ages ago, saying goodbye to the comforts that a simpler life might have held. Following an unspoken yearning, you took to the road with other vagabonds. Your way led along sinister paths and to fateful deeds. In time, perhaps you and your companions came to be called heroes. Still, dark strands of fortune draw you onward to an unknown end. Until that end comes, you wander the world as a shadowy presence, turning up where you’re least expected or most needed. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>Dark Wanderer Features</u></p> <p style="margin-left: 20px"><em>Not My Destiny (21st level):</em> Any creature of your level or lower that hits you takes a –4 penalty to attack rolls against you until the end of the encounter.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Dark Road (24th level):</em> You can walk to any destination you desire in a single, uninterrupted 24-hour period of walking. No matter how distant the location, or how many planes separate you from it, you reach the destination 24 hours after you begin, finding shortcuts, portals, or other modes of transport previously unknown to you. You do not require any rest, food, or water during this travel, except to recharge powers and regain healing surges. During your journey, you are safe from hazards, attacks, and other dangers.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When choosing a destination, you must be specific. If your destination is within a structure, such as a particular room within a castle, the long walk leads you to the structure’s main entrance, not inside the structure.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can choose to be accompanied by a number of characters equal to 5 + your Wisdom modifier, all of whom share the benefit of this class feature.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Long Walk Back (30th level):</em> If you die and are not returned to life within 12 hours, your body and possessions disappear. Twelve hours after that - 24 hours after your death - you arrive, equipped as you were when you died, having just walked back from wherever it is you and your DM decided you awoke after you were slain. Your condition is the same as if you had been subject to a Raise Dead ritual, but without any death penalty.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can choose to arrive at the place of your death, at the location of any of your allies, or at any location you consider home. There’s a final purpose in your existence, and it’s not random death.</p><p></p><p>There's no analogue to this in AD&D.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9809363, member: 42582"] Further to post 1068: This suggests a rough ratio of 3:2. That is, 7th level AD&D = 10th to 11th level 4e; 12th to 13th level AD&D = 18th to 19th level 4e; etc. But that is only rough: it gives us 20th level AD&D = 30th level 4e, but the fiction of 20th level AD&D is not very well defined/established, and so is pretty hard to compare with 4e, where the PCs are clearly established as demigods or similar. For instance, here's an epic destiny that would be a good fit for a Rogue/Thief; it's from Martial Power: [indent][B]Dark Wanderer[/B] You left home ages ago, saying goodbye to the comforts that a simpler life might have held. Following an unspoken yearning, you took to the road with other vagabonds. Your way led along sinister paths and to fateful deeds. In time, perhaps you and your companions came to be called heroes. Still, dark strands of fortune draw you onward to an unknown end. Until that end comes, you wander the world as a shadowy presence, turning up where you’re least expected or most needed. . . . [u]Dark Wanderer Features[/u] [I]Not My Destiny (21st level):[/I] Any creature of your level or lower that hits you takes a –4 penalty to attack rolls against you until the end of the encounter. [I]Dark Road (24th level):[/I] You can walk to any destination you desire in a single, uninterrupted 24-hour period of walking. No matter how distant the location, or how many planes separate you from it, you reach the destination 24 hours after you begin, finding shortcuts, portals, or other modes of transport previously unknown to you. You do not require any rest, food, or water during this travel, except to recharge powers and regain healing surges. During your journey, you are safe from hazards, attacks, and other dangers. When choosing a destination, you must be specific. If your destination is within a structure, such as a particular room within a castle, the long walk leads you to the structure’s main entrance, not inside the structure. You can choose to be accompanied by a number of characters equal to 5 + your Wisdom modifier, all of whom share the benefit of this class feature. [I]Long Walk Back (30th level):[/I] If you die and are not returned to life within 12 hours, your body and possessions disappear. Twelve hours after that - 24 hours after your death - you arrive, equipped as you were when you died, having just walked back from wherever it is you and your DM decided you awoke after you were slain. Your condition is the same as if you had been subject to a Raise Dead ritual, but without any death penalty. You can choose to arrive at the place of your death, at the location of any of your allies, or at any location you consider home. There’s a final purpose in your existence, and it’s not random death.[/indent] There's no analogue to this in AD&D. [/QUOTE]
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