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Monk with Staff of the Traveler
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<blockquote data-quote="RangerWickett" data-source="post: 5124068" data-attributes="member: 63"><p>One intriguing insight that came out of one of the various edition wars threads that in 3e your own powers weren't as interesting as your magic item powers. In 4e, while the designers did make your own powers more interesting, they occasionally took cool powers that were magic item-based in 3e, and wholly eliminated them instead of finding a way to give them to PCs. More often they took magic powers that you used to be able to use all the time, and made magic items that can do them just once a day. (Of course, those powers were probably overpowered, but hey, rings of invisibility have cachet.)</p><p></p><p>My personal preference would be even fewer magic items than 4e assumes (attack, AC, other defenses, plus miscellaneous), and to instead have more magical properties PCs could learn for themselves. Then again, I get the appeal of being able to swap out magic items so you regularly have new tricks. Maybe they'll have something like it when 4e's Unearthed Arcana comes out.</p><p></p><p></p><p></p><p>Yeah. I'm cool with that. I just love short-distance teleports. I eagerly look forward to using Five Storms to teleport into the center of a group of enemies, and then whirlwind attack them.</p><p></p><p>(It does amuse me, though, that while 4e lets you teleport a lot, it puts odd restrictions on it. Like, if I'm blind, nothing in the rules says I can't navigate my way around a corner, but you can't blindly teleport around a corner. And teleporting is instantaneous movement, but if you teleport more than 2 squares and try to hide, you instantaneously moved too quickly, and take a penalty. *grin*)</p><p></p><p>Oh, and as for teleporting while prone, in a previous campaign with the same GM, we decided that a prone eladrin could fey step into the air, then make an Acrobatics check to tumble in midair and land on his feet. God I love teleporting.</p><p></p><p>I need to learn parkour. That's the closest I figure you can get in real life.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5124068, member: 63"] One intriguing insight that came out of one of the various edition wars threads that in 3e your own powers weren't as interesting as your magic item powers. In 4e, while the designers did make your own powers more interesting, they occasionally took cool powers that were magic item-based in 3e, and wholly eliminated them instead of finding a way to give them to PCs. More often they took magic powers that you used to be able to use all the time, and made magic items that can do them just once a day. (Of course, those powers were probably overpowered, but hey, rings of invisibility have cachet.) My personal preference would be even fewer magic items than 4e assumes (attack, AC, other defenses, plus miscellaneous), and to instead have more magical properties PCs could learn for themselves. Then again, I get the appeal of being able to swap out magic items so you regularly have new tricks. Maybe they'll have something like it when 4e's Unearthed Arcana comes out. Yeah. I'm cool with that. I just love short-distance teleports. I eagerly look forward to using Five Storms to teleport into the center of a group of enemies, and then whirlwind attack them. (It does amuse me, though, that while 4e lets you teleport a lot, it puts odd restrictions on it. Like, if I'm blind, nothing in the rules says I can't navigate my way around a corner, but you can't blindly teleport around a corner. And teleporting is instantaneous movement, but if you teleport more than 2 squares and try to hide, you instantaneously moved too quickly, and take a penalty. *grin*) Oh, and as for teleporting while prone, in a previous campaign with the same GM, we decided that a prone eladrin could fey step into the air, then make an Acrobatics check to tumble in midair and land on his feet. God I love teleporting. I need to learn parkour. That's the closest I figure you can get in real life. [/QUOTE]
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